A: It depends. If the base alone gets destroyed (e.g. with Burn It Down), no minion is destroyed, so no VPs are granted. If the base and the minions are destroyed (e.g. There Goes Tokyo), each minion does give 1 VP to its owner. If the base and the minions are simply discarded (e.g. No-Moon™), that's not a destruction, so no VPs are granted.

Rule: Do exactly what the card says.

Q: I have Infiltrate on this base. If I destroy another player's minion there, can I deny them the VP because of Infiltrate?

A: No. Infiltrate allows you to avoid following the Cave of Shinies's instructions, but it doesn't prevent the other player from following it. You also cannot ignore triggering the base's ability because that's not what Infiltrate allows you to do.

Q: I am the winner on Evans City Cemetery and I have a Scout there. Do I place the Scout in my hand and then discard my whole hand, or do I first discard my hand and place the Scout into my new hand?

A: Both Evans City and Scout are triggered by the after-scoring step, so the current player decides the order. However, in that case, it doesn't make any difference. If the current player decides that Evans City Cemetery activates first, then you discard your hand and draw a new hand, and so the Scout will end into your new hand. If the current player decides that your Scout activates first, you must immediately decide if you want to use its ability or not. If you do use it, it replaces its usual after-scoring fate of "placing it into your discard pile" with "placing it into your hand". So it's not immediately placed into your hand; that will only happen during the steps where all the cards on the base are discarded. In the meantime, Evans City Cemetery will activate and immediately make you discard your hand. Once the step where players can play/invoke after-scoring abilities is done, all cards on the base are discarded and that's when Scout is placed in your hand. So, no matter what the order is, Scout will be placed in your hand after you have discarded it.

Rule: The current player decides the order of events that are supposed to happen simultaneously.

Q: I am the winner on Evans City Cemetery and I have Special after-scoring cards in my hand. Can I play them before discarding my whole hand?

A: No. Evans City Cemetery and the cards in your hand are all cards that are triggered by the after-scoring step. However, in accordance with the Card Resolution Order, the cards in play have a priority over the cards in hand, so the after-scoring cards in play must all be resolved before any after-scoring cards in hand can be played. I'm sorry, but you have to discard your hand first.

Q: I have Infiltrate on this base. If I am the winner on that base, can I choose not to either draw or discard cards? Not discard the cards, but still draw five cards? Not draw the cards, but still discard my hand?

A: You can only choose not to do any of the base's ability. Basically, the base's ability instructs you to do two things. If you choose to ignore the ability, you don't follow any of it.

Q: Does Factory 436-1337's ability count every 5 power from the cumulative power of minions you have, or from sets of minions? (For example, if I have a 2-power minion and two 4-power minions, do I get 1 VP or 2 VPs extra from the ability?)

A: Count cumulative power. In the example above, you have 10 power, or 2 extra VPs. Also, don't forget that some non-minion abilities also add to your total power on a base (e.g. Helping Hands, Aggromotive)

Rule: Do exactly what the card says.

Q: I have Infiltrate on this base. What happens if I choose to ignore its ability?

A: If you're not the winner, nothing and you can't prevent the winner from gaining their bonus VPs either. If you are, then you'll only win the 2 printed VPs.

Q: Two bases including Ninja Dojo are ready to score. The current player chooses to score Ninja Dojo first. After Ninja Dojo scores, the winner chooses to destroy a minion on the other base that was ready to score. If that brings the total power there below its breakpoint, does that base still score after Ninja Dojo?

A: No. After you're done scoring a base, you re-check if there's any bases left to score. At that point, if a previous base that was ready to score isn't anymore, then you can't score it.

Q: I have to count the number of minions "I have there". Do minions there that I own but don't control also count?

A: No. "A minion you have" means "a minion you control (whether or not you own it)". Minions you just own but don't control don't count.

Rule: "Having" cards at a base means you control them.

Q: Does Rhodes Plaza Mall give VPs equal to the number of minions he or she controls on that base, or does it give VPs equal to the total number of minions on that base?

A: It gives VPs equal to the number of minions a player controls on that base.

Rule: Do exactly what the card says.

Q: If four players have minions on the Rhodes Plaza Mall when it scores, does the player in "fourth place" still get VPs from the base's ability?

A: Yes. Actually, when the base is scored you grant the VPs written on the base to the top three players. In the case of Rhodes Plaza Mall, the winner, runner-up and third-player each get 0 VP (that's what the three big numbers are after all). Then, you resolve the when-scoring abilities of cards in play and in hand, including Rhodes Plaza Mall's ability. In the case of Rhodes Plaza Mall, each player (so including the fourth player!) gets 1 VP for each minion they control there.

Rule: Do exactly what the card says.

Q: What happens if Jammed Signal is played on Rhodes Plaza Mall?

A: The base still scores at 24, but no player will get any VP from its ability.

Rule: Do exactly what the card says.

Q: On Rhodes Plaza Mall, who is considered as the winner? The player who contributed the most power or the player who gained the most VPs from the base's ability? Especially for abilities that depend on winning the base. (e.g. Buffet, Happily Ever After)

A: The winner is still the one who contributed the most power toward breaking the base, and yes, it's entirely possible for the winner not to be the player who gained the most VPs from Rhodes Plaza Mall's ability. For example, if they helped break the base with just a few high-power minions, while another player didn't contribute a lot, but had many low-power minions.

Rule: A player is a winner if NO player has more total power there.

Q: I have Infiltrate on this base. What happens if I choose to ignore its ability?

A: You will only score 0 VP. Note that only you will ignore the base's ability; Infiltrate doesn't allow you to make other players ignore it.

Q: If there's a tie for winner when the School of Wizardry is scored, who gets to pick the next base?

A: All the players in the winner position get the reward and resolve it in clockwise order from the current player. However, once the first player resolves it, the next base would have already been chosen and the next players can't choose another base because one has already been chosen, and according to the clarification, the remaining players can't look at the top three bases from the base deck either.

Rule: If several players get to use an effect because of a single card, each player uses it in clockwise order from the current player.

Q: Time is Fleeting lets you choose a new base from the discard pile. School of Wizardry lets the winner choose the next base. Which one takes precedence?

A: TBD

Rule: TBD

Q: I have Infiltrate on this base. What happens if I choose to ignore its ability?

A: If you're not the winner, nothing and you can't prevent the winner from choosing the next base either. If you're the winner, you can choose not to follow any of School of Wizardry's instructions and so the base will be replaced as normal.

A: All three abilities are triggered at the same time, so the current player decides the order. However, the order here doesn't matter. If the current player decides that Tar Pits is activated first, then the minion is immediately placed under your deck. Then, Escape Hatch or Grave Situation won't have any minion to place in your hand, so their abilities are wasted. If the player decides that either Escape Hatch or Grave Situation are activated first, the minion isn't immediately placed in your hand, rather, its usual fate of being "placed it in the discard pile" is replaced with "place it into your hand", meaning that if the minion is about to go the discard pile, it will be placed into your hand instead. Next, you must activate Tar Pits, which immediately places the minion under your deck. Since it didn't go into your discard pile, Escape Hatch and Grave Situation have no effect.

A: UPDATE. The Bigger Geekier Box clarifies how Escape Hatch and Grave Situation work. Despite both their wordings, the minion is actually not destroyed when Grave Situation's or Escape Hatch's ability occurs. So Grave Situation and Escape Hatch save their minion from destruction by placing it into your hand and Tar Pits is not triggered because the minion was not actually destroyed.

Rule: Check Grave Situation's clarification.

Q: If I have a Buccaneer on Tar Pits, what happens if he is targeted for destruction?

A: He uses his ability to move to another base. Tar Pits's ability doesn't trigger, because there is never a point in time "after" the minion is destroyed.

Rule: When a card says "After X, do Y", you need "X" to happen and be resolved completely before you do the effect stated as "Y".

Q: The House of Nine Lives and Tar Pits are in play. If a minion on Tar Pits is chosen for destruction, is it moved to The House of Nine Lives or placed on the bottom of its owner's deck?

A: The House of Nine Lives is triggered first because the minion "would be destroyed". So the minion's owner decides if they want to use The House of Nine Lives's ability or not. If they want to, the minion is moved there and Tar Pits isn't triggered because the minion wasn't destroyed after all. If they want to ignore The House of Nine Lives, then the destruction is applied and if it succeeds, Tar Pits is triggered and the minion is automatically placed on the bottom of its owner's deck.

Rule 1: Do exactly what the card says.

Rule 2: When a card says "After X, do Y", you need "X" to happen and be resolved completely before you do the effect stated as "Y".

Q: I have Infiltrate on this base. I destroy a minion there, can I choose not to place it on the bottom of its owner's deck? Conversely, if a minion I own there is destroyed, can I choose for it not to be placed on the bottom of my deck?

A: Short answer: it depends (most likely no) and yes. Long answer: The Bigger Geekier Box rulebook clarified this base's ability, which now must be understood as "its owner places it on the bottom of its deck". So when a minion is destroyed there, the base's ability instructs its owner to do the placing. For your first question, you can't ignore triggering the base's ability, so then, there are three situations:- If you're the minion's controller and not necessarily its owner, you can prevent it from being affected by the base's ability.- If you're the minion's owner and not necessarily its controller, you can choose not to follow the base's instruction.- If you're neither the minion's controller nor its owner, you can't prevent the minion from being placed on the bottom of its owner's deck.For your second question, you can definitely choose not to place it on the bottom of your deck as, because you are the owner, the base's ability instructs you to place it on the bottom of your deck, instruction that you can ignore.

Q: Is it only the printed power that matters when determining the highest power minion or do bonuses apply?

A: To determine a minion's power, you must take into account all the modifiers.

Rule: In play, a minion's power includes all modifiers.

Q: My highest power minion there is a First Mate. After this base scores, is it placed under my deck or moved to another base?

A: First of all, both First Mate and Temple of Goju are triggered during the after-scoring step, so the current player chooses in which order they are resolved. However, the outcome will be the same. If they decide that Temple of Goju is activated first, First Mate is immediately placed on the bottom of your deck and First Mate can no longer be activated because it is not in play anymore. If they decide that First Mate is activated first, First Mate's controller (you) has to decide if they want to use its ability or not (as it's a "you may" ability). If you don't want to use it, then Temple of Goju is activated next and First Mate is placed under your deck. If you want to use First Mate's ability, it isn't moved immediately because its ability is a "Do X instead of placing it in the discard pile" ability, which means that if First Mate is to be discarded (i.e. during the step where all cards on the base are discarded), it will be moved to another base instead. So First Mate is "programmed" to move to another base during the "discard all cards" step. Next, the current player must choose to activate Tar Pits and your First Mate is immediately placed under your deck despite having been programmed to move later on.

Q: If more than one of a player's minions are tied for "highest power" when it scores, what happens?

A: That player chooses one of those minions and that's the one that will be placed on the bottom of their deck.

Rule: Do exactly what the card says

Q: I have Infiltrate on this base. What happens if I choose to ignore this base's ability?

A: For each minion there that you control and whether or not you own them: They won't be affected by Temple of Goju's ability. For each minion there that you own and whether or not you control them: You won't place them on the bottom of your deck because you won't have to follow the instructions of Temple of Goju's ability. Note that The Bigger Geekier Box rulebook clarified Temple of Goju's ability and that despite the wording, it's the owners who place the minions.

Q: A Cub Scout is on The Central Brain and has therefore 4 power. I move a power-3 minion there. Is it destroyed by the Cub Scout?

A: No. Cub Scout's ability is only resolved after the move has been completed. The Central Brain is active as soon as a minion is present, so it gives the minion +1 power before Cub Scout is activated, so the minion survives.

Rule 1: In play, a minion's power includes all modifiers.

Rule 2: When a card says "After X, do Y", you need "X" to happen and be resolved completely before you do the effect stated as "Y".

Q: I play Zombie Lord. Can an extra power-2 minion be played on a base where it would get +1 power and therefore actually be a power-3 minion? (e.g. The Central Brain)

A: Yes. Playing a minion of power 2 or less means playing a minion while its printed power is 2 or less.

Rule: If it's not in play, a minion's power is equal to its printed power.

Q: I have Infiltrate on this base. What happens if I choose to ignore this base's ability?

A: Your minions (and only your minions, not all players' minions) won't get +1 power because they won't be affected by The Central Brain.

Q: After this base scores, I end up with more than 10 cards in hand, do I immediately discard down to 10?

A: You don't discard any card until your next Draw 2 Cards phase (so not any Draw 2 Cards phase!). At that point, you will indeed need to draw two cards and discard down to 10 if you have more than 10. That's the only moment where you must discard down to 10. At any other time, you keep your hand of cards. So if this scored on another player's turn, you keep your cards and can play your next turn with more than ten cards.

Rule: On your Draw 2 Cards phase, if you have more than 10 cards in your hand after drawing, discard until you have exactly 10 cards left in your hand.

Q: I have Infiltrate on this base. What happens if I choose to ignore this base's ability?

A: You (and only you, not all players) won't draw a card from The Great Library's ability.

Q: What happens after The Grey Opal scores while Entangled is in effect? Whether Entangled is on the base or another, and whether the player who played Entangled is the winner or not.

A: While activated during the after-scoring step, The Grey Opal's ability is eventually resolved during the step where all the cards on the base are discarded. So if all the cards are discarded, Entangled stops working and all players other than the winner can move a minion.[1]

Rule: During the Score Bases step where the cards are discarded, all the cards are discarded simultaneously. That's when the cards with "instead of the discard pile" are resolved.

Q: I have Infiltrate on this base. What happens if I choose to ignore this base's ability?

A: If you are the winner, nothing; you won't be able to move one of your minions away, nor prevent the other players from doing so. If you are not the winner, you (and only you) won't move any of your minions.

Q: Does The Homeworld let me play all the power 2 minions from my hand in one turn?

A: Yes. Each one allows you to play an extra one.

Rule: Do exactly what the card says.

Q: Do I have to play the extra minion on The Homeworld?

A: No, you can play it on any base. If you play it on The Homeworld, you trigger its ability again and get an extra minion play. If you play it on another base, you don't get an extra minion from The Homeworld.

Rule: Do exactly what the card says.

Q: Can I use the extra minion plays from The Homeworld to play a War Raptor?

A: Yes. Even though the War Raptor becomes power 3+ once it arrives on the base, she is power 2 in your hand. Refer to Playing Minions for more discussion.

Rule: If it's not in play, a minion's power is equal to its printed power.

Q: Before The Homeworld scores, I play a Shinobi as a Special there. Do I get an extra minion to play?

A: Yes. And because it's outside of your Play Cards phase, you have to play it immediately or not at all.

Rule : Extra cards gained outside the Play Cards phase must be played immediately or not at all.

Q: A minion is played on The Homeworld. If that minion play is interrupted by Control Minion, who gets the extra minion play?

A: The owner of the minion, no matter who played or got control of the minion.

Rule: Do exactly what the card says.

Q: I play a minion on The Homeworld, and I have fewer than two cards in hand, can I play Spectre from my discard pile?

A: It's been officially confirmed that while the card says "any time", Spectre must still fit the requirements to play the minion, so with The Homeworld, you cannot play Spectre as the extra minion, because the minion you play must be of power 2 or less.[2]

Rule: Do exactly what the card official answer says.

Q: On my turn, if there is an enemy Leprechaun on The Homeworld, can I play 3 War Raptors at once to keep them from dying?

A: No. The Leprechaun's on-play reaction kicks in after each minion play before you're allowed to play any extra minions. In more details, after you play your first War Raptor, it triggers two abilities, the Leprechaun's and The Homeworld's. According to the Card Resolution Order, since these two abilities are activated at the same time, they must both be resolved and it's the current player who decides the order (in that case, it's you). However, it doesn't matter. If you decide that the Leprechaun is resolved first, then your War Raptor dies, but you still gain an extra minion play from The Homeworld. If you decide that The Homeworld is resolved first, then you gain an extra minion play, but it is actually "banked" and not played immediately, that's how you resolve this. Once The Homeworld's ability is resolved, then you must resolve Leprechaun's ability next, before you're able to do anything. So the War Raptor dies.

A: UPDATE. The Bigger Geekier Box rulebook now says that any extra card can be played immediately. As such, the answer is now yes. Let's break it down. After you play your first War Raptor, it triggers two abilities, the Leprechaun's and The Homeworld's. According to the Card Resolution Order, since these two abilities are activated at the same time, they must both be resolved and it's the current player who decides the order (in that case, it's you). If you decide that the Leprechaun is resolved first, then your War Raptor dies, but you still gain an extra minion play from The Homeworld. If you decide that The Homeworld is resolved first, then you gain an extra minion play that you can choose to play immediately. If you do play it immediately, then Leprechaun's resolution for the first War Raptor is put on hold while you're playing your second War Raptor. Playing this second War Raptor also triggers the Leprechaun's ability and The Homeworld's ability, and once again, if you choose to resolve The Homeworld's ability first, you can play your third War Raptor immediately, which will again put Leprechaun's resolution for the second War Raptor on hold. Once you've stopped using The Homeworld's ability, then you must finish resolving any card's ability that are waiting to be resolved, i.e. Leprechaun's ability for each of the three War Raptors, but at that moment, all three War Raptors will be at power 5 and therefore outside Leprechaun's destruction range.

Rule 1: Resolve the played card's ability completely, then resolve any card reactions.

Rule 2: Extra cards can always be played immediately.

Q: There is an enemy Leprechaun on The Homeworld and I have a War Raptor there. Before the base scores, I manage to play a War Raptor there (e.g. Hidden Ninja), can I play a third War Raptor there and not have any of them die?

A: Yes, there is a way, but it depends on the current player's good will. Let's break this up. When you play the War Raptor there before the base scores, both your War Raptors become power 4, not enough to survive Leprechaun's ability. However, playing that War Raptor there triggers two abilities, the Leprechaun's and The Homeworld's. According to the Card Resolution Order, since these two abilities are activated at the same time, they must both be resolved and it's the current player who decides the order. Obviously, if the current player decides that the Leprechaun goes first, then the War Raptor you just played is destroyed, but you will still gain an extra minion play of power 2 or less. On the other hand, if the current player decides that The Homeworld goes first, you gain an extra minion play and because it's outside your Play Cards phase, the minion play must be played immediately or not all. So you can immediately play a third War Raptor there before the Leprechaun's ability is even resolved, making all your War Raptors there power 5, enough to survive.

Rule 1: The current player decides the order of events that are supposed to happen simultaneously.

Rule 2: Extra cards gained outside the Play Cards phase must be played immediately or not at all.

Q: I obtained another player's minion through Trade. If I play it on The Homeworld, who gets the extra minion?

A: The minion's owner, so not you if you don't own the minion.

Rule: Do exactly what the card says.

Q: If I play an Argonaut instead of an action on The Homeworld, do I still get the extra minion play?

A: Yes. Playing an Argonaut, whether as a minion or instead of an action, still counts as playing a minion. It IS a minion after all.

Rule: Do exactly what the card says.

Q: I have Infiltrate on this base. What happens if I choose to ignore this base's ability?

A: There are three possible situations:- If you play a minion there that you own, you don't get an extra minion to play.- If you play a minion there that you don't own, its owner gets an extra minion to play since you can't prevent another player from following the base's instruction and you can't ignore having triggered the base's ability.- If another player plays a minion there that you own, you don't get an extra minion to play.

Q: If I'm the winner of The Mothership, do I have to choose a minion on The Mothership to return to my hand?

A: It says "the winner may", so you don't have to, but if you do, the minion has to come from The Mothership.

Rule: Do exactly what the card says.

Q: It tells me to return "one of my minions". Can I return a minion I own that I don't control?

A: No. "Your minions" are minions you control, whether or not you own them. A minion you own but don't control isn't yours.

Rule: "Your minion" means "a minion that you control".

Q: I already have 10 cards in hand. After this base scored, I am the winner, return one of my minions to my hand and end up with more than 10 cards in hand, do I immediately discard down to 10?

A: You don't discard any card until your next Draw 2 Cards phase (so not any Draw 2 Cards phase!). At that point, you will indeed need to draw two cards and discard down to 10 if you have more than 10. That's the only moment where you must discard down to 10. At any other time, you keep your hand of cards. So if this scored on another player's turn, you keep your cards and can play your next turn with more than ten cards.

Rule: On your Draw 2 Cards phase, if you have more than 10 cards in your hand after drawing, discard until you have exactly 10 cards left in your hand.

Q: I have Infiltrate on this base. What happens if I choose to ignore this base's ability?

A: If you aren't the winner, nothing and you can't prevent the winner from returning one of their minions, whether or not you own the minion by the way. If you are the winner, then you won't return one of your minions to your hand.

A: Minions on other bases, not on Tortuga. The reason is the base that replaces Tortuga only appears after Tortuga and all cards on it are discarded. So when the base appears, only the minions on the other bases are still present and available to be moved.

Q: I have a Sprout on Field of Honor. When it destroys itself at the start of my turn, do I gain 1 VP?

A: Yes. Technically, the card doesn't destroy itself, it tells you to destroy it, so you get credit for its destruction.

Rule: Do exactly what the card says.

Q: If a minion is not actually destroyed, does it count for the 1 VP bonus of Cave of Shinies (or Field of Honor)?

A: No. If the minion in question is not destroyed, the base ability doesn't even trigger for said minion in the first place.

Rule: When a card says "After X, do Y", you need "X" to happen and be resolved completely before you do the effect stated as "Y".

Q: If multiple abilities work together to destroy a minion on Field of Honor, who gets the VP?

A: Check the card which is the direct cause of the destruction, which is the card among all those that were activated and whose ability says "destroy". That card is what destroyed the minion and it always says who gets the credit for the destruction (usually the card's controller). So if a Bear Cavalry player sets up a manned High Ground on Field of Honor, and another player's minion moves to that base for some reason, the High Ground is activated and it says that High Ground's controller destroys the minion. So, the controller of High Ground earns the VP. While it's usually the card's controller who does the destruction (Remember, "you" on a minion or action means the controller of the card), some rare cards (e.g. Bear Hug, Griefer) make another player destroy the minion.

Rule 1: "You" on a minion or action means the controller of the card.

Rule 2: If a card specifies another player to carry out an effect, that player gets the credit for the effect, not the card player.[3]

Q: If a single card is responsible for destroying many minions at once (e.g. Powderkeg, Broadside), how many VPs does the player win?

A: If one player gets credit for multiple destructions because of a single card, they only get 1 VP, not 1 VP per destroyed minion. In the rare cases where several players destroy different minions on Field of Honor, e.g. if a player plays Bear Hug and if their opponents choose to destroy their minions on Field of Honor, then each of those players get 1 VP.

A: No. Those cards move several minions simultaneously. So, all the selected minions move at once and all of them are destroyed at the same time, so it counts as a single destruction and only rewards you 1 VP.

Rule: Do exactly what the card says.

Q: On the same turn, if I play a card to destroy a minion on Field of Honor, and then play a second card to destroy another minion on Field of Honor, how many VPs do I get?

A: 2 VPs. You get 1 VP per destruction ability. A single destruction ability can destroy one or more minion, but it still counts as one destruction. Here, you performed two destructions, hence 2 VPs.

A: No, you get the VP after each time you destroy one or more minions there. For it to only work once, it has to explicitly state it for example by saying "once per turn" or "the first time". Field of Honor's ability is a triggerable one, and unless otherwise stated it must be resolved each time it is triggered. If it said "each time", it would just be redundant.

A: You did the destruction, so you get credit for destroying the minion and get the VP, not the player who played the card.

Rule: If a card specifies another player to carry out an effect, that player gets the credit for the effect, not the card player.[3]

Q: I have Infiltrate on this base. If one of my minions there is destroyed by another player, can I prevent that player from gaining any VP?

A: No, you can't make another player ignore the base's instructions, only you ignore it, and while your minion is involved in all this, Field of Honor's ability does nothing that affects your minion and doesn't instruct you to do something, so there's nothing you can ignore.

Q: Can I play a minion on the Haunted House if I have no cards left in hand?

A: Sure. The ability is a penalty if you do play a minion, not a requirement to playing the minion.

Rule: Cards are resolved entirely.

Q: It doesn't say "each time" like Cave of Shinies or The Homeworld, so I suppose I only have to discard a card after playing my first minion there, right?

A: No, you must discard a card after each time you play a minion there. For it to only work once, it has to explicitly state it for example by saying "once per turn", "the first time" or "the first minion". Haunted House's ability is a triggerable one, and unless otherwise stated it must be resolved each time it is triggered. If it said "each time", it would just be redundant.

Rule: Do exactly what the card says.

Q: If I play a Zapbot on Haunted House, and then another Zapbot as the extra minion, do I have to discard two cards? Or do I only discard a card the first time I play a minion there?

A: Two. You discard a card for each minion you play on Haunted House.

Rule: Do exactly what the card says.

Q: It's my turn to play and I only have four Zapbots in hand. Can I play all of them at once on Haunted House and discard no card because my hand is empty?

A: No, when you play a Zapbot, you gain an extra minion play of power 2 or less that's "banked" for later. That's because on your Play Cards phase, extra card plays are banked rather than played immediately. So after banking your extra minion play, you must resolve Haunted House's ability and discard a card. After that, you can spend your banked extra minion play to play a second Zapbot, but like before, the extra minion play will be banked rather than played immediately, and so you'll have to resolve Haunted House's ability once again and discard your last card.

A: UPDATE. Yes, The Bigger Geekier Box rulebook now clarifies that extra card plays can all be played immediately, so when you play your Zapbot, you can immediately spend the extra minion play you gained to immediately play a second Zapbot, and then spend the new extra minion play to immediately play a third Zapbot and so on. Haunted House will trigger for each minion played, but won't be resolved until you finish resolving all the played cards.

Rule: Extra cards can always be played immediately.

Q: If I move a minion to Haunted House, do I have to discard a card?

A: No, you didn't play it; you just moved it there, so Haunted House doesn't trigger.

Rule: Do exactly what the card says.

Q: A minion is played on Haunted House. If that minion play is interrupted by Control Minion, who has to discard a card?

A: The player who played the minion. When the minion is played, Haunted House "witnessed" that player playing the minion, so it triggers at that time and when it resolves, "that player" designates the player who played the minion.

Q: Can I use Inventor's Salon's ability to recover an action that I had played on Inventor's Salon when it scored?

A: No, base abilities that start with "The winner..." are to be treated as "after this base scores" abilities, so they are triggered during the after-scoring phase. At that point, your actions played on Inventor's Salon aren't discarded yet. This is confirmed by Inventor’s Salon's clarification.

Rule: Check Inventor’s Salon's clarification

Q: I already have 10 cards in hand. After this base scored, I am the winner, place one of my discarded actions in my hand and end up with more than 10 cards in hand, do I immediately discard down to 10?

A: You don't discard any card until your next Draw 2 Cards phase (so not any Draw 2 Cards phase!). At that point, you will indeed need to draw two cards and discard down to 10 if you have more than 10. That's the only moment where you must discard down to 10. At any other time, you keep your hand of cards. So if this scored on another player's turn, you keep your cards and can play your next turn with more than ten cards.

Rule: On your Draw 2 Cards phase, if you have more than 10 cards in your hand after drawing, discard until you have exactly 10 cards left in your hand.

Q: I have Infiltrate on this base. What happens if I choose to ignore this base's ability?

A: If you aren't the winner, nothing and you can't prevent the winner from retrieving an action either. If you are the winner, you won't retrieve one of your actions from your discard pile.

A: The Dread Gazebo only prevents actions with the words "play on a base" from being played on it. It does not prevent actions that are played on minions on this base, nor does it prevent actions that tell you to choose a base, like Terraforming or Rampage.

Rule: Only "play on a base" actions are played on a base.

Q: Can I play Jammed Signal or Infiltrate on The Dread Gazebo? It allows me to ignore the base's ability after all.

A: No. The Ongoing ability of those cards would take effect after being played there, and the Dread Gazebo prohibits you from playing them there at all, though if you still try to play them there, they will be discarded without effect. However, both wactions can be transferred there using Rules Lawyer.

Rule: If conditions prohibit playing a chosen card, discard it instead.

Q: Does The Dread Gazebo prevent me from playing an action that allows me to play a minion on The Dread Gazebo? (e.g. Summon)

A: No, it only prevents "play on a base" actions from being played there.

Rule: Only "play on a base" actions are played on a base.

Q: Does The Dread Gazebo prevent me from ever playing an Argonaut? It counts as an action after all.

A: No, when you play an Argonaut, you're playing a minion. Even if you play it instead of an action, you're playing a minion; it's just that it costs you an action play to do that. Once Argonaut is in play, you do have to resolve its ability and so all cards act as if you played an action as well. The Dread Gazebo prohibits players from playing an action on it, which forces them to discard the action if they try to, but Argonaut is already in play at that point, so The Dread Gazebo's ability is irrelevant.

Rule: Do exactly what the card says.

Q: I manage to transfer Infiltrate to this base. What happens if I choose to ignore this base's ability?

A: You (and only you) will be able to play actions on The Dread Gazebo.

Q: The Greenhouse allows the winner to play a minion on the base that replaces it. If that base is Ice Castle, can they still play it?

A: You can try, but the minion will be discarded instead.

Rule: If conditions prohibit playing a chosen card, discard it instead.

Q: It doesn't say to shuffle your deck, so I don't have to shuffle my deck after I searched through it, right?

A: No, you have to shuffle your deck because you searched through it. Since Big in Japan, that's now an integral part of the rules.

Rule: After searching a deck it must be shuffled.

Q: Do you shuffle it before or after playing your minion? For example, if you shuffle after playing the minion, I can see what the first card of my deck is, purposely play an Enchantress to draw it, and only then shuffle my deck.

A: You have to shuffle it right after searching through your deck, and therefore before playing your minion.

Rule: After searching a deck it must be shuffled.

Q: I have Infiltrate on this base. What happens if I choose to ignore this base's ability?

A: If you aren't the winner, nothing and you can't prevent the winner from playing a minion. If you are the winner, you won't be able to search for nor play a minion.

A: No. Even though the War Raptor becomes power 3+ once it arrives on the base, it is of power 2 in your hand. Refer to Playing Minions for more discussion. It's the same for Mimic, its power is 0, so it can't be played on Tsar's Palace. Though it you still try to play them there, they will be discarded without effect.

Rule 1: If it's not in play, a minion's power is equal to its printed power.

Rule 2: If conditions prohibit playing a chosen card, discard it instead.

Q: Can I move a minion of power 2 or less there?

A: Sure. Tsar's Palace's restriction is only for playing minions, not moving them.

Rule: Do exactly what the card says.

Q: Sleep Spores is on Tsar's Palace. Does that mean that minions of power 3 or less can't be played there anymore?

A: No. Tsar's Palace only forbids minions of power 2 or less from being played there, so power-3 minions are fine. Sleep Spores only affects minions once they are in play, not in hand. So, when a minion of power 3 is played there, Tsar's Palace authorizes it, then Sleep Spores reduces its power to 2, but Tsar' Palace doesn't retroactively kick the minion out.

Rule: If it's not in play, a minion's power is equal to its printed power.

Q: If I play an action on a minion on Workshop, do I get an extra action?

A: No. Workshop only triggers from playing action on it, not on minion on it.

Rule: Only "play on a base" actions are played on a base.

Q: If I play an action that targets this base (e.g. Terraforming, Rampage), do I get an extra action?

A: No. Workshop only triggers from playing action on it.

Rule: Only "play on a base" actions are played on a base.

Q: It doesn't say "each time" like Cave of Shinies or The Homeworld, so I suppose I only get an extra action after playing my first action there, right?

A: No, you get an extra action after each time you play an action there. For it to only work once, it has to explicitly state it for example by saying "once per turn", "the first time" or "the first action". Workshop's ability is a triggerable one, and unless otherwise stated it must be resolved each time it is triggered. If it said "each time", it would just be redundant.

Rule: Do exactly what the card says.

Q: Before a base scores, if I manage to play a "play on a base" action on Workshop (e.g. with a Mole), do I get an extra action?

A: Yes. And you have to play it immediately or not at all.

Rule: Extra cards gained outside the Play Cards phase must be played immediately or not at all.

A: Yes. When you play an Argonaut, whether it's normally or instead of an action play, it counts as if you played an action as well, but the Argonaut is also played on the base, so you also treat it as if you played on action on its base. In the case of Workshop, it means Workshop considers it as an action played on it and so it grants you an extra action play.

Rule: Do exactly what the card says.

Q: I have Infiltrate on this base. What happens if I choose to ignore this base's ability?

A: You (and only you, not all players) won't get an extra action to play whenever you play an action on that base.

Q: I obtained another player's minion through Trade. If I play it on Asylum, who can return a Madness card from their hand to the Madness deck?

A: The minion's owner, so not you if you don't own the minion.

Rule: Do exactly what the card says.

Q: If I play an Argonaut instead of an action on Asylum, may I still return a Madness card from my hand to the Madness deck?

A: Yes. Playing an Argonaut, whether as a minion or instead of an action, still counts as playing a minion. It IS a minion after all.

Rule: Do exactly what the card says.

Q: I have Infiltrate on this base. What happens if I choose to ignore this base's ability?

A: There are three possible situations:- If you play a minion there that you own, you don't return a Madness card to the Madness deck.- If you play a minion there that you don't own, its owner returns a Madness card from their hand to the Madness deck since you can't prevent another player from following the base's instruction and you can't ignore having triggered the base's ability.- If another player plays a minion there that you own, you don't return a Madness card to the Madness deck.

Q: Does Innsmouth let me put cards I don't own on the bottom of my deck?

A: No. Innsmouth puts cards from an owner's discard pile onto the bottom of that same owner's deck. The antecedent "their" in "bottom of their deck" refers to the "any player" not "its owner". See also Trade.

Rule: Do exactly what the card says.

Q: I obtained another player's minion through Trade. If I play it on Innsmouth, who places a card from a discard pile to a deck?

A: The minion's owner, so not you if you don't own the minion.

Rule: Do exactly what the card says.

Q: If I play an Argonaut instead of an action on Innsmouth, do I still place a card from a discard pile into a deck?

A: Yes. Playing an Argonaut, whether as a minion or instead of an action, still counts as playing a minion. It IS a minion after all.

Rule: Do exactly what the card says.

Q: I have Infiltrate on this base. What happens if I choose to ignore this base's ability?

A: There are three possible situations:- If the minion played there is one that you own whether or not you played the minion, you don't place any discarded card on the bottom of its owner's deck since the base's ability instructs the owner, i.e. you, to do something, which you can ignore.- If the minion played there is one that you don't own whether or not you played the minion, and if its real owner chooses a card from anywhere but your discard pile, the owner places the card on the bottom of its owner's deck since you can't prevent another player from following the base's instruction and you can't ignore having triggered the base's ability.- If the minion played there is one that you don't own whether or not you played the minion, and if its real owner chooses a card from your discard pile, it's not clear whether you can declare that your card can't be placed on the bottom of your deck, because you're not the player who's following the instructions and it's not clear if the base's ability is affecting your cards since they are out of play. To be determined. TBD[probably]

Q: I have Infiltrate on this base. What happens if I choose to ignore this base's ability?

A: If you aren't the winner, nothing and you can't prevent the winner from getting rid of their Madness cards either. If you are the winner, you won't be able to get rid of the Madness cards in your hand and discard pile.

Q: I already have 10 cards in hand. I play a Tenacious Z there from my discard pile as a Special and therefore draw a Madness card. Do I immediately discard down to 10?

A: You don't discard any card until your next Draw 2 Cards phase (so not any Draw 2 Cards phase!). At that point, you will indeed need to draw two cards and discard down to 10 if you have more than 10. That's the only moment where you must discard down to 10. At any other time, you keep your hand of cards.

Rule: On your Draw 2 Cards phase, if you have more than 10 cards in your hand after drawing, discard until you have exactly 10 cards left in your hand.

Q: If I play a Librarian or a Psychologist on the Mountains of Madness, can I discard the Madness card gained from the base with the minion or is the minion's ability resolved first?

A: When you play a minion, you must resolve its ability immediately before resolving any abilities triggered from playing the minion. So the Psychologist's ability is resolved before you draw the Madness card from the Mountains of Madness. On the other hand, the Librarian's only ability is a talent. When you play a minion, you indeed resolve its abilities, but a talent is never resolved from playing a minion. So, when you play a Librarian, you resolve its ability (i.e. you do nothing). Then, you trigger card reactions, so Mountains of Madness make you draw a Madness card. If you want to, you can now activate the Librarian's talent and discard the Madness card.

Rule 1: Resolve the played card's ability completely, then resolve any card reactions.

Rule 2: When you play a card, an ability that starts with "Talent:" is never resolved immediately.

Q: I obtained another player's minion through Trade. If I play it on Mountains of Madness, who draws the Madness card?

A: The minion's owner, so not you if you don't own the minion.

Rule: Do exactly what the card says.

Q: If I play an Argonaut instead of an action on Mountains of Madness, do I still draw a Madness card?

A: Yes. Playing an Argonaut, whether as a minion or instead of an action, still counts as playing a minion. It IS a minion after all.

Rule: Do exactly what the card says.

Q: I have Infiltrate on this base. What happens if I choose to ignore this base's ability?

A: There are three possible situations:- If you play a minion there that you own, you don't draw a Madness card.- If you play a minion there that you don't own, its owner draws a Madness card since you can't prevent another player from following the base's instruction and you can't ignore having triggered the base's ability.- If another player plays a minion there that you own, you don't draw a Madness card because the base instructs you to do something, instruction which you can ignore.

Q: If I play a minion on Plateau of Leng, can I play an extra minion with the same name now or do I have to wait for my next turn to play it?

A: When an ability grants you an extra card to play, the extra card can only be played during the same phase that you obtained it. For example, if you obtain an extra minion during your Play Cards phase, you can only play it during that Play Cards phase, you cannot save it for the Score Bases phase or another turn.

Rule: "Play an extra minion/action" means you increase the number of that type of card you can play in this phase by one.

Q: I play a minion on Plateau of Leng, so I can play an extra minion with the same name there. If I play that extra minion there, can I play a third minion with the same name there as another extra minion because of the base's ability?

A: No. Plateau of Leng only triggers on the first time that you play a minion on that base. If you play a second minion there, it's not the first time this turn that you have played a minion on Plateau of Leng, so Plateau of Leng doesn't trigger.

Rule: Do exactly what the card says.

Q: If I play an Argonaut instead of an action on Plateau of Leng, do I still get the extra minion play?

A: Yes. Playing an Argonaut, whether as a minion or instead of an action, still counts as playing a minion. It IS a minion after all.

Rule: Do exactly what the card says.

Q: I have Infiltrate on this base. What happens if I choose to ignore this base's ability?

A: You (and only you, not all players) won't get an extra minion play when you play a minion there.

Q: Does "if they do" mean that the player get a VP as long as they attempt the destruction (whether or not it succeeds) or that the destruction must have succeeded?

A: It means that you must attempt the destruction using R'lyeh's ability (not any other cards) and that the destruction must have succeeded.

Rule: Do exactly what the card says.

Q: It allows me to destroy "one of my minions". Can I destroy a minion I own that I don't control?

A: No. "Your minions" are minions you control, whether or not you own them. A minion you own but don't control isn't yours.

Rule: "Your minion" means "a minion that you control".

Q: I have General Ivan in play and another minion on R'lyeh. At the start of my turn, can I use R'lyeh's ability?

A: Sure, but here's what will happen. You resolve R'lyeh's ability so you start by destroying your minion there, but General Ivan prevents it, so it isn't destroyed. Next, you resolve the second part that says that if you did destroy your minion, you gain 1 VP. You didn't, so you don't gain 1 VP.

Rule 1: Cards are resolved entirely.

Rule 2: "Can't" trumps "can".

Q: When playing Sprout or Mild Mannered Citizen on the R'lyeh base, all these cards say to destroy a minion at the start of your turn. If I destroy Sprout or Mild Mannered Citizen, do I get the benefit from both cards?

A: No. Either you destroy the minion using its own ability and you only get its benefit, or you destroy it using R'lyeh's ability and you only get R'lyeh's benefit, not both. The reason is Sprout, Mild Mannered Citizen and R'lyeh are cards that trigger at the start of your turn. In such a situation, it's the current player who decides the order of activation. So either you destroy your minion with its own ability and it's not around anymore for you to destroy it with R'lyeh, or you destroy it with R'lyeh's ability and your minion is not around anymore for you to use its ability. That said, you can use your minion's ability to play a new minion and destroy that minion with R'lyeh's ability.

Rule: The current player decides the order of events that are supposed to happen simultaneously.

A: No. To gain 1 VP from R'lyeh, you must, at the start of your turn, use R'lyeh's ability to successfully destroy your minion. If you use Servitor of Cthulhu's ability, the minion was destroy neither at the start of your turn, nor by using R'lyeh's ability.

Rule: Do exactly what the card says.

Q: I have Infiltrate on this base. What happens if I choose to ignore this base's ability?

A: You (and only you, not all players) won't be able to use this base's ability on your turn.

A: Ritual Site won't activate Igor's ability, because it neither destroyed it, nor discarded it, and it won't activate Jumper's ability either because Jumper didn't go to the discard pile. In the case of First Mate, its ability does the same thing as the Ritual Site, so if First Mate is to be discarded, either Ritual Site shuffle it into its owner's deck instead, or First Mate's own ability (if its controller chose to activate it) will make it move instead. Both abilities happening at the same time (when the minion is to be discarded after a base scoring), so the current player decides which one takes precedence.

Rule 1: Do exactly what the card says.

Rule 2: The current player decides the order of events that are supposed to happen simultaneously.

Q: I have Infiltrate on this base. What happens if I choose to ignore this base's ability?

A: After it scores, the minions there that you (and only you) control won't be shuffled into their owner's deck. On the other hand, the other minions will be shuffled, including minions you own that you don't control.

A: It goes to its owner's hand. That's because the other players can see who owns the card and the card changes location.

Rule: When a card that others can see goes to the hand, deck or discard pile, it goes to the one belonging to the card’s owner.

Q: An opponent plays a minion on Faceless City and gets to use its ability. On the same turn, I manage to play a minion there (e.g. Hidden Ninja, Shinobi). Can I also use the ability? Or only one player can use it per turn?

A: You can use it. The "once per turn" is actually a once per player per turn, i.e. each player gets to use it once on each turn if they manage to play a minion there.

Rule: Do exactly what the card says.

Q: I already have 10 cards in hand. I play a Tenacious Z there from my discard pile as a Special and therefore search a copy of it in my deck and place it in my hand, do I immediately discard down to 10?

A: You don't discard any card until your next Draw 2 Cards phase (so not any Draw 2 Cards phase!). At that point, you will indeed need to draw two cards and discard down to 10 if you have more than 10. That's the only moment where you must discard down to 10. At any other time, you keep your hand of cards.

Rule: On your Draw 2 Cards phase, if you have more than 10 cards in your hand after drawing, discard until you have exactly 10 cards left in your hand.

Q: If I play an Argonaut instead of an action on Faceless City, can I still retrieve an Argonaut from my deck?

A: Yes. Playing an Argonaut, whether as a minion or instead of an action, still counts as playing a minion. It IS a minion after all.

Rule: Do exactly what the card says.

Q: I have Infiltrate on this base. What happens if I choose to ignore this base's ability?

A: You (and only you, not all players) won't be able to search for a copy minion when you play a minion there.

Q: On Primate Park, an opponent has a minion and one of their actions played on it. If I take control of that minion and win Primate Park, I can place that action into my hand, right?

A: No. You place into your hand your actions (i.e. actions that you control) played on minions on Primate Park. Taking control of a minion DOES NOT grant you control of any of the actions played on it. So, in this case, Primate Park does nothing to the action, because it's not controlled by you.

Rule: When you take control of a minion, you don't take control of the actions played on it.

Q: I played another player's action, e.g. with Mass Enchantment, on a minion on Primate Park. I win the base when it scores, is the action placed into my hand?

A: Primate Park says "you may", so you have a choice whether to use it or not. If you use it, it does indeed target the actions that you control but don't own, so you can place it into your hand. However, it will actually go into its rightful owner's hand, not yours.

Rule: When a card that others can see goes to the hand, deck or discard pile, it goes to the one belonging to the card’s owner.

Q: I already have 10 cards in hand. After this base scored, I am the winner, place my actions on minions there to my hand and end up with more than 10 cards in hand, do I immediately discard down to 10?

A: You don't discard any card until your next Draw 2 Cards phase (so not any Draw 2 Cards phase!). At that point, you will indeed need to draw two cards and discard down to 10 if you have more than 10. That's the only moment where you must discard down to 10. At any other time, you keep your hand of cards. So if this scored on another player's turn, you keep your cards and can play your next turn with more than ten cards.

Rule: On your Draw 2 Cards phase, if you have more than 10 cards in your hand after drawing, discard until you have exactly 10 cards left in your hand.

Q: I have Infiltrate on this base. What happens if I choose to ignore this base's ability?

A: If you aren't the winner, nothing and you can't prevent the winner from retrieving their actions either. If you are the winner, you won't retrieve your actions.

A: No, playing a card is always optional. If you don't want to play it, it is returned to the top of your deck.

Rule 1: Check Secret Volcano Headquarters's clarification.

Rule 2: Extra cards are always optional.

Q: If I reveal an action, what happens?

A: It is returned to the top of your deck.

Rule: Check Secret Volcano Headquarters's clarification.

Q: If I reveal a card I don't own, what happens?

A: There are two different paths for the revealed card:- If it's a minion and you choose to play it, then you control it like any card you play.- Otherwise, it goes to the top of your deck, that's because, while the other players can see who owns the card, the card is merely revealed and doesn't change location.

Rule 1: Cards you don’t own that are merely revealed in your hand or deck stay there.

Rule 2: When a player plays a card, they become the card's controller.

Q: Time is Fleeting lets you choose a new base from the discard pile. The Nexus lets the winner choose the next base. Which one takes precedence?

A: TBD

Rule: TBD

Q: If there's a tie for winner when The Nexus is scored, who gets to pick the next base?

A: All the players in the winner position get the reward and resolve it in clockwise order from the current player. However, once the first player resolves it, the next base would have already been chosen and the next players can't choose another base because one has already been chosen.

Rule: If several players get to use an effect because of a single card, each player uses it in clockwise order from the current player.

Q: I have Infiltrate on this base. What happens if I choose to ignore this base's ability?

A: If you aren't the winner, nothing and you can't prevent the winner from choosing the next base either. If you are the winner, you won't choose the next base from the base discard pile and so the base will be replaced normally.

Q: After this scores, I am the winner and end up with more than 10 cards in hand, do I immediately discard down to 10?

A: You don't discard any card until your next Draw 2 Cards phase (so not any Draw 2 Cards phase!). At that point, you will indeed need to draw two cards and discard down to 10 if you have more than 10. That's the only moment where you must discard down to 10. At any other time, you keep your hand of cards. So if this scored on another player's turn, you keep your cards and can play your next turn with more than ten cards.

Rule: On your Draw 2 Cards phase, if you have more than 10 cards in your hand after drawing, discard until you have exactly 10 cards left in your hand.

Q: I have Infiltrate on this base. What happens if I choose to ignore this base's ability?

A: If you aren't the winner, nothing and you can't prevent the winner from drawing/discarding cards either. If you are the winner, you won't either draw or discard cards.

Q: If I play 3 power 2 minions of the same faction on The Con in one turn, how much power do I have there?

A: 9 = 4 + 3 + 2. The first minion is power 2. The second minion is power 2 and boosts the first minion to power 3. The third minion is power 2 and boosts the first minion to power 4 and the second minion to power 3. Unlike Swashbuckling and Howl, the power boost does not apply to minions played in the future.

Rule: Do exactly what the card says.

Q: If I play an Argonaut instead of an action on The Con, do Mythic Greeks minions there still get +1 power?

A: Yes. Playing an Argonaut, whether as a minion or instead of an action, still counts as playing a minion. It IS a minion after all.

Rule: Do exactly what the card says.

Q: I have Infiltrate on this base. What happens if I choose to ignore this base's ability?

A: After a minion is played there, whether you're the one who played it or not, will definitely trigger the base's ability. You can't ignore that part. However, you can make the minions that you control and that belong to that minion's faction immune to The Con's ability and so they won't get +1 power. On the other hand, you can't prevent other players' minions of that faction from getting the +1 power boost because you can only make your minions immune to being affected.

Q: It doesn't say "each time" like Cave of Shinies or The Homeworld, so I suppose I only get a +1 power counter after playing my first minion there, right?

A: No, you get a +1 power counter after each time you play an minion there (as long as you fit the requirement). For it to only work once, it has to explicitly state it for example by saying "once per turn", "the first time" or "the first minion". Castle Blood's ability is a triggerable one, and unless otherwise stated it must be resolved each time it is triggered. If it said "each time", it would just be redundant.

Rule: Do exactly what the card says.

Q: When is the power of the minion I play here checked to determine whether it gets the +1 counter? There are minions whose power changes right after they come into play (Giant Ant minions, Weed Eater, Howler, and especially Fledgling Vampire). Does Castle Blood check them before their ability is done, after, or can I choose?

A: When you play a minion, you must resolve its ability first, and then any card reaction. So, you play your minion on Castle Blood, resolve the minion's ability and then compare your total power with that of the other players.

Rule: Resolve the played card's ability completely, then resolve any card reactions.

Q: If Castle Blood is removed from play (e.g. destroyed, scored, etc.) or has its ability cancelled, are the +1 power counters placed by its ability removed? For example, if a minion that got one is moved to another base before Castle Blood is removed.

A: No. When you place a +1 power counter, it's a definitive effect, so the +1 power counters remain even if the card that placed them is removed from play or has its ability cancelled (like drawing cards, if you play Enchantress, you're not going to discard the card you drew if Enchantress is destroyed or has its ability cancelled). On the other hand, if a card is removed while it had +1 power counters, only the +1 power counters on it are removed, but that's because a card that leaves play loses all its attachments. Besides, how are you going to keep track of which +1 power counters were added by Castle Blood's ability and which ones were not (e.g. Giant Ants, Mythic Greeks, Kung Fu Fighters)? That would be very cumbersome.

Rule: Cancelling an effect or removing a card from play does not necessarily undo what it did.

Q: If I play an Argonaut instead of an action on Castle Blood, do I still place a +1 power counter on it if another player has more power than me?

A: Yes. Playing an Argonaut, whether as a minion or instead of an action, still counts as playing a minion. It IS a minion after all.

Rule: Do exactly what the card says.

Q: I have Infiltrate on this base. What happens if I choose to ignore this base's ability?

A: There's only one specific situation where ignoring that base's ability will do something: If you're the one who plays the minion and if another player has more power than you there. In that case, you can't place a +1 power counter on your minion. Otherwise, ignoring the base's ability will do nothing. You can't prevent another player from placing a +1 power counter on their minion, even if they compared their total power with you.

Q: It tells me to place a +1 power counter on "one of my minions". Can I place a +1 power counter on a minion I own that I don't control?

A: No. "Your minions" are minions you control, whether or not you own them. A minion you own but don't control isn't yours.

Rule: "Your minion" means "a minion that you control".

Q: I have a Sprout on Crypt. When it destroys itself at the start of my turn, may I place a +1 power counter on one of my minions on the Crypt?

A: Yes. Technically, the card doesn't destroy itself, it tells you to destroy it, so you get credit for its destruction.

Rule: Do exactly what the card says.

Q: I have a Sprout on Crypt. When it destroys itself at the start of my turn, may I place a +1 power counter on the minion that replaces Sprout?

A: No. Crypt's ability is triggered and resolved immediately when the destruction happens. At that point, the minion isn't around yet.

Rule: When a card says "When X, do Y", you interrupt X to do Y.

Q: If a minion is not actually destroyed, do I still get to place a +1 power counter?

A: No. If the minion in question is not destroyed, the base ability doesn't even trigger for said minion in the first place.

Rule: When a card says "After X, do Y", you need "X" to happen and be resolved completely before you do the effect stated as "Y".

Q: If multiple abilities work together to destroy a minion on Crypt, who gets to the +1 power counter?

A: Check the card which is the direct cause of the destruction, which is the card among all those that were activated and whose ability says "destroy". That card is what destroyed the minion and it always says who gets the credit for the destruction (usually the card's controller). So if a Bear Cavalry player sets up a manned High Ground on Crypt, and another player's minion moves to that base for some reason, the High Ground is activated and it says that High Ground's controller destroys the minion. So, the controller of High Ground gets the +1 power counter. While it's usually the card's controller who does the destruction (Remember, "you" on a minion or action means the controller of the card), some rare cards (e.g. Bear Hug, Griefer) make another player destroy the minion.

Rule 1: "You" on a minion or action means the controller of the card.

Rule 2: If a card specifies another player to carry out an effect, that player gets the credit for the effect, not the card player.[3]

Q: If Crypt is removed from play (e.g. destroyed, scored, etc.) or has its ability cancelled, are the +1 power counters placed by its ability removed ? For example, if a minion that got one is moved to another base before Crypt is removed.

A: No. When you place a +1 power counter, it's a definitive effect, so the +1 power counters remain even if the card that placed them is removed from play or has its ability cancelled (like drawing cards, if you play Enchantress, you're not going to discard the card you drew if Enchantress is destroyed or has its ability cancelled). On the other hand, if a card is removed while it had +1 power counters, only the +1 power counters on it are removed, but that's because a card that leaves play loses all its attachments. Besides, how are you going to keep track of which +1 power counters were added by Crypt's ability and which ones were not (e.g. Giant Ants, Mythic Greeks, Kung Fu Fighters)? That would be very cumbersome.

Rule: Cancelling an effect or removing a card from play does not necessarily undo what it did.

Q: If a single card is responsible for destroying many minions at once (e.g. Powderkeg, Broadside), how many counters does the player get?

A: If one player gets credit for multiple destructions because of a single card, they only get to place one +1 power counter, not counter per destroyed minion. In the rare cases where several players destroy different minions on Crypt, e.g. if a player plays Bear Hug and if their opponents choose to destroy their minions on Crypt, then each of those players get a +1 power counter.

A: No. Those cards move several minions simultaneously. So, all the selected minions move at once and all of them are destroyed at the same time, so it counts as a single destruction and only gives you one +1 power counter.

Rule: Do exactly what the card says.

Q: On the same turn, if I play a card to destroy a minion on Crypt, and then play a second card to destroy another minion on Crypt, how many +1 power counters do I get?

A: Two. You get one per destruction ability. A single destruction ability can destroy one or more minion, but it still counts as one destruction. Here, you performed two destructions, hence two +1 power counters.

A: No, you get the VP after each time you destroy one or more minions there. For it to only work once, it has to explicitly state it for example by saying "once per turn" or "the first time". Crypt's ability is a triggerable one, and unless otherwise stated it must be resolved each time it is triggered. If it said "each time", it would just be redundant.

A: You did the destruction, so you get credit for destroying the minion and get the counter, not the player who played the card.

Rule: If a card specifies another player to carry out an effect, that player gets the credit for the effect, not the card player.[3]

Q: I have Infiltrate on this base. If one of my minions there is destroyed by another player, can I prevent that player from getting a +1 power counter?

A: No, you can't make another player ignore the base's instructions, only you ignore it, and while your minion is involved in all this, Crypt's ability does nothing that affects your minion and doesn't instruct you to do something, so there's nothing you can ignore.

Q: One of my cards tells me to destroy one of my minions (e.g. Sacrifice), or an opponent's card forces me to destroy one of my minions (e.g. Bear Hug), or a base's ability allows me to destroy one of my minions (e.g. Spikey Chair Room), can I target one of my minions with +1 power counters on Egg Chamber? If so, is it destroyed? If not, does it stop the rest of the ability if there were more to it?

A: Short answer: Yes, no and it depends. Firstly, you can indeed choose any of your minions as long as it fits the card's requirement (e.g. if your minion is a minion you own, you can target it with Spikey Chair Room's ability, but you can't if it's not a minion you own, obviously), but you must choose one if you have any in play and if it's a mandatory ability (i.e. there's no "you may"). Secondly, because it is targeted for destruction, Egg Chamber's ability protects it if it has +1 power counters, so your minion will not be destroyed. Lastly, you must finish resolving the card that was originally invoked. If the card was the kind of card that says "Destroy a minion to do Y" or "Destroy a minion. If you do, do Y", then the effect stated as "Y" can't be done at all, simply because in the end your minion isn't destroyed. If the card says something else, such as "Destroy a minion. Do Y", "Destroy a minion and do Y", etc., the destruction isn't a pre-requisite so you resolve the rest of the card's ability.

Rule 1: The card you target may be immune to the effects of the ability you are performing, but it is still a valid target.

Rule 2: When a card says "Do X to do Y" or "You may do X to do Y", you need to completely do the effect stated as "X" before you do the effect stated as "Y".

Q: I have Infiltrate on this base. What happens if I choose to ignore this base's ability?

Q: Its ability is useless. If you score it and place counters on your minions, the base is then removed from play and so you have to remove the counters placed by it. What good is it then?

A: Actually, when you place a +1 power counter, it's a definitive effect, so the +1 power counters remain even if the card that placed them is removed from play (like drawing cards, if you play Enchantress, you're not going to discard the card you drew if Enchantress is destroyed). On the other hand, if a card is removed while it had +1 power counters, only the +1 power counters on it are removed, but that's because a card that leaves play loses all its attachments.

Rule: Removing a card from play does not necessarily undo what it did.

Q: I have Infiltrate on this base. What happens if I choose to ignore this base's ability?

A: If you aren't the winner, nothing and you can't prevent the winner from placing +1 power counters on their minions either. If you are the winner, you won't place any +1 power counters.

Q: One player is the first of the game to play a minion there. Does that minion get a +1 power counter on every turn from now on? That's OP!

A: No. It's the first minion of each turn which gets the +1 power counter, not the first minion of the game, and it only gets it once.

Rule: Do exactly what the card says.

Q: On their turn, an opponent plays their first minion of the turn on Laboratorium, so it gets a +1 power counter. On the same turn, if I manage to play a minion there (e.g. Hidden Ninja, Shinobi, Wil Wheaton), it's my first minion on that turn, so it gets a +1 power counter too, right?

A: No. It's only the first minion of the turn (all players included) which gets the +1 power counter.

Rule: Do exactly what the card says.

Q: If Laboratorium is removed from play (e.g. destroyed, scored, etc.) or has its ability cancelled, are the +1 power counters placed by its ability removed? For example, if a minion that got one is moved to another base before Laboratorium is removed.

A: No. When you place a +1 power counter, it's a definitive effect, so the +1 power counters remain even if the card that placed them is removed from play or has its ability cancelled (like drawing cards, if you play Enchantress, you're not going to discard the card you drew if Enchantress is destroyed or has its ability cancelled). On the other hand, if a card is removed while it had +1 power counters, only the +1 power counters on it are removed, but that's because a card that leaves play loses all its attachments. Besides, how are you going to keep track of which +1 power counters were added by Laboratorium's ability and which ones were not (e.g. Giant Ants, Mythic Greeks, Kung Fu Fighters)? That would be very cumbersome.

Rule: Cancelling an effect or removing a card from play does not necessarily undo what it did.

Q: I have Infiltrate on this base. What happens if I choose to ignore this base's ability?

A: You (and only you, not all players) won't get a + 1 power counter after you play your first minion there.

Q: One player is the first of the game to play a minion there. Does that minion get +2 power on every turn from now on? That's OP!

A: No. It's the first minion of each turn which gets the +2 power, not the first minion of the game, and it only gets it once.

Rule: Do exactly what the card says.

Q: On their turn, an opponent plays their first minion of the turn on Moot Site, so it gets a +2 power. On the same turn, if I manage to play a minion there (e.g. Hidden Ninja, Shinobi, Wil Wheaton), it's my first minion on that turn, so it gets +2 power too, right?

A: No. It's only the first minion of the turn (all players included) which gets the +2 power.

Rule: Do exactly what the card says.

Q: If a player plays the first minion of the turn on this base and then they move this minion to another base (for example, using an action), does this minion still have a +2 power until the end of the turn?

A: Yes. It gained the +2 power, so it keeps it until the end of the turn.

Rule: "Until the end of the turn" means the effect persists until the stated deadline.

Q: I have Infiltrate on this base. What happens if I choose to ignore this base's ability?

A: You (and only you, not all players) won't get +2 power for your first minion played there.

Q: It says "one of my minions" can use its talent twice. Can I also use the talents of minions I own that I don't control?

A: No. "Your minions" are minions you control, whether or not you own them. A minion you own but don't control isn't yours. Besides talents can only be used by their controllers and only on their Play Cards phase.

Rule 1: "Your minion" means "a minion that you control".

Rule 2:A talent can be activated on each of its controller's turns.

Q: Can I use Standing Stones's ability to get two extra actions from Archmage?

A: No. The ability of Archmage is an Ongoing effect. Not a talent.

Rule: Do exactly what the card says.

Q: If G.E.L.F. is on Standing Stones, would I be able to use the G.E.L.F.'s talent twice, searching for and playing two power 4 or less minions, though only shuffling it into my deck once?

A: No. On Standing Stones, you have to resolve a talent entirely before being able to use it again. So, with G.E.L.F., after the first time you use its talent, it would already be in your deck, so you wouldn't be able to use its talent again.

Rule: When you use a talent, resolve it entirely.

Q: Killer Queen is on Standing Stones. I managed to play two minions there on this turn. Both times I use Killer Queen's talent, do I have to the +1 power counters on the same minion (other than Killer Queen)?

A: You can place the +1 power counters on two different minions or the same minion twice, as long as those minions were played there this turn.

Rule: Do exactly what the card says.

Q: Rainbow is on Standing Stones. I only managed to play one minion there on this turn. Can I use Rainbow's talent twice and draw two cards?

A: Yes. Each time you use Rainbow's talent, it asks whether you have played a minion here this turn or not. You did (even if it's the same one), so draw one card each time you activate Rainbow's talent.

Q: With Standing Stones, can I use Great White's Talent if I move it to Standing Stones using its Talent? And if I move it out of Standing Stones using its talent, can I use it a second time?

A: Yes to the first scenario, and no to the second one. Yes, because after using its talent the first time, it ends on Standing Stones, and so Standing Stones's ability applies to it, being one of your minions there. No to the second case, because after using its talent the first time, it is no longer on Standing Stones, and so Standing Stones's ability can't apply to it.

Rule: Do exactly what the card says.

Q: I have Infiltrate on this base. What happens if I choose to ignore this base's ability?

A: None of your minions there (and only your minions, not all minions) will be able to use their talent a second time.

Q: An opponent plays Bear Hug (or Unfathomable Goals, Griefer, Out of Sight), forcing me to affect one of my minions. Can I choose one of my minions of power 5 or more on Beautiful Castle? If so, does Beautiful Castle protect it?

A: First of all, you can indeed choose any of your minions, but you must choose one if you have any in play. Secondly, since the cause of the affect is "another player's card", then yes, Beautiful Castle protects your minions of power 5 or more.

Rule: The card you target may be immune to the effects of the ability you are performing, but it is still a valid target.

Q: I have a power-4 minion on Beautiful Castle. An opponent plays Enchantment there and chooses the +1 power to all minions option. What happens? If my minion gains the +1 power, it becomes power-5 and is protected by Beautiful Castle, and so goes back to power-4 and becomes affectable again,...

Q: It tells me to destroy "one of my minions". Can I destroy a minion I own that I don't control?

A: No. "Your minions" are minions you control, whether or not you own them. A minion you own but don't control isn't yours.

Rule: "Your minion" means "a minion that you control".

Q: I use this base's ability and end with more than 10 cards in hand, do I immediately discard down to 10?

A: You don't discard any card until your next Draw 2 Cards phase (so not any Draw 2 Cards phase!). At that point, you will indeed need to draw two cards and discard down to 10 if you have more than 10. That's the only moment where you must discard down to 10. At any other time, you keep your hand of cards.

Rule: On your Draw 2 Cards phase, if you have more than 10 cards in your hand after drawing, discard until you have exactly 10 cards left in your hand.

Q: How does Cool Cats' Alley work with The House of Nine Lives? Can I draw a card and have my minion saved from destruction?

A: No. If you choose to destroy your minion with Cool Cats' Alley, you must have the destruction succeed to draw a card. If you use The House of Nine Lives to save your minion, then the destruction failed and you can't draw a card.

Rule: When a card says "Do X to do Y" or "You may do X to do Y", you need to completely do the effect stated as "X" before you do the effect stated as "Y".

Q: How does this base work with the minion Servitor of Cthulhu? Can I destroy this minion and BOTH use the base ability (draw a card) and the minion's talent (put an action from the discard pile on the top of my deck)?

A: No. The Servitor of Cthulhu and Cool Cats' Alley both have an ability that you can activate on your turn. As with various talents and "on your turn" abilities, if you want to use one, you must declare it and completely resolve it, before being able to use another one. So, if you activate Servitor of Cthulhu's talent first, you destroy it and place an action from your discard pile on top of your deck. Next, if you want to activate Cool Cats' Alley's ability, there's a problem: Servitor of Cthulhu is no longer in play for you to destroy and so, you can't draw a card because you didn't destroy it with Cool Cats' Alley. Likewise, if you activate Cool Cats' Alley's ability first, you destroy Servitor of Cthulhu and (if the destruction succeeds) draw a card. After that, since you've finished resolving that ability, you're free to activate talents or other "on your turn" abilities. Unfortunately, you cannot invoke Servitor of Cthulhu because it is no longer in play and you don't place an action from your discard pile on top of your deck because you must activate Servitor of Cthulhu's talent to do that, which you didn't.

Rule: Do exactly what the card says.

Q: I have Infiltrate on this base. What happens if I choose to ignore this base's ability?

A: You (and only you, not all players) won't be able to use this base's ability on your turn.

Q: It doesn't say "each time" like Cave of Shinies or The Homeworld, so I suppose I only get to draw one card after playing my first action there, right?

A: No, you draw a card after each time you play an action on a minion there. For it to only work once, it has to explicitly state it for example by saying "once per turn", "the first time" or "the first action". Enchanted Glen's ability is a triggerable one, and unless otherwise stated it must be resolved each time it is triggered. If it said "each time", it would just be redundant.

Rule: Do exactly what the card says.

Q: After playing an action on a minion there, I (somehow) have more than 10 cards in hand, do I immediately discard down to 10?

A: You don't discard any card until your next Draw 2 Cards phase (so not any Draw 2 Cards phase!). At that point, you will indeed need to draw two cards and discard down to 10 if you have more than 10. That's the only moment where you must discard down to 10. At any other time, you keep your hand of cards.

Rule: On your Draw 2 Cards phase, if you have more than 10 cards in your hand after drawing, discard until you have exactly 10 cards left in your hand.

A: No. While playing Argonaut counts as if you played an action, you actually play Argonaut on a base, not on a minion, so Enchanted Glen doesn't treat playing Argonaut as playing an action on a minion.

Rule: Do exactly what the card says.

Q: I have Infiltrate on this base. What happens if I choose to ignore this base's ability? Can I prevent other players from drawing a card when they play an action on one of my minions?

A: No, the base's ability does nothing that you can ignore: the ability itself doesn't affect your minions and it doesn't instruct you to do something. Only in situations where you're the player who plays an action on a minion there can you ignore drawing a card. Otherwise, Infiltrate does nothing.

Q: It doesn't say "each time" like Cave of Shinies or The Homeworld, so I suppose I only get to a minion after playing my first minion there, right?

A: No, you may move a minion after each time you play a minion there. For it to only work once, it has to explicitly state it for example by saying "once per turn", "the first time" or "the first minion". Equaria's ability is a triggerable one, and unless otherwise stated it must be resolved each time it is triggered. If it said "each time", it would just be redundant.

Rule: Do exactly what the card says.

Q: It tells me to move "one of my minions". Can I move a minion I own that I don't control?

A: No. "Your minions" are minions you control, whether or not you own them. A minion you own but don't control isn't yours.

Rule: "Your minion" means "a minion that you control".

Q: If I play an Argonaut instead of an action on Equaria, can I still move one of my minions to there?

A: Yes. Playing an Argonaut, whether as a minion or instead of an action, still counts as playing a minion. It IS a minion after all.

Rule: Do exactly what the card says.

Q: I have Infiltrate on this base. What happens if I choose to ignore this base's ability?

A: You (and only you, not all players) won't be able to move one of your minions to there when you play a minion there.

Q: If I manage to play a minion there before it scores (e.g. Shinobi), do I get an extra action/minion play?

A: Yes. And you must play one immediately or not at all.

Rule: Extra cards gained outside the Play Cards phase must be played immediately or not at all.

Q: After I play a minion on Fairy Circle, can I decide to play an extra action and play an Argonaut on any base?

A: Yes. If you had decided to get an extra minion and played an Argonaut, you would have had to play it on Fairy Circle. But since you decided to get an extra action, you can play the Argonaut on any base.

Rule: Do exactly what the card says.

Q: I haven't played any minion yet. If I play an Argonaut instead of an action on Fairy Circle, do I still get the extra card play?

A: Yes. Playing an Argonaut, whether as a minion or instead of an action, still counts as playing a minion. It IS a minion after all.

Rule: Do exactly what the card says.

Q: I have Infiltrate on this base. What happens if I choose to ignore this base's ability?

A: You (and only you, not all players) won't be able to get either a minion play or an action play after you play a minion there.

A: No, well you can try, but the minion will be discarded without effect. That's because, even though Enshrouding Mist allows you to play a minion there, Ice Castle prevents it, and when cards conflict, "can't" always trumps "can".

Rule 1: "Can't" trumps "can".

Rule 2: If conditions prohibit playing a chosen card, discard it instead.

Q: The Greenhouse allows the winner to play a minion on the base that replaces it. If that base is Ice Castle, can they still play it?

A: No, well technically yes, but if they try to, it will be discarded without effect.

Rule 1: "Can't" trumps "can".

Rule 2: If conditions prohibit playing a chosen card, discard it instead.

Q: If I have a Mild Mannered Citizen in play and it is moved to Ice Castle, does it cancel Mild Mannered Citizen's ability? Or since Mild Mannered Citizen's ability replaces it with another minion, I can still replace it, right? That's not playing a minion. (This also applies to Sprout)

A: At the start of your turn, if you choose to activate Mild Mannered Citizen's ability, do as much as you can, while resolving it completely, even if some part of it can't be done. Firstly, you destroy it (no problem here). Secondly, you search your deck for a minion of power 5 or less (no problem here). Thirdly, you play it on Mild Mannered Citizen's former base (problem: Ice Castle forbids it, so you can't play it and it is discarded without effect). Fourthly, you shuffle your deck (no problem here).

Rule 1: Cards are resolved entirely.

Rule 2: "Can't" trumps "can".

Rule 3: If conditions prohibit playing a chosen card, discard it instead.

Q: I have Infiltrate on this base. What happens if I choose to ignore this base's ability?

Q: It works "if I have two or more minions" there. Does it also work if I have minions there that I own but don't control?

A: No. "If you have a minion" means "if you control at least one minion (whether or not you own it)". Minions you just own but don't control don't count.

Rule: "Having" cards at a base means you control them.

Q: Can Pony Land's ability protect my minions from being destroyed by High Ground?

A: Yes, as long as you have at least two minions there when High Ground tries to destroy your minions. If you have one there anyway, your other minions are immune to High Ground. If two or more of your minions are moved to Pony Land at once (e.g. You're Pretty Much Borscht), then they are protected by Pony Land's ability. This is because Ongoing abilities apply before on-move reactions resolve.

Rule: Do exactly what the card says.

Q: One of my cards tells me to destroy one of my minions (e.g. Sacrifice), or an opponent's card forces me to destroy one of my minions (e.g. Bear Hug), or a base's ability allows me to destroy one of my minions (e.g. Spikey Chair Room), can I target one of my (at least two) minions on Pony Land? If so, is it destroyed? If not, does it stop the rest of the ability if there were more to it?

A: Short answer: Yes, no and it depends. Firstly, you can indeed choose any of your minions as long as it fits the card's requirement (e.g. if your minion is a minion you own, you can target it with Spikey Chair Room's ability, but you can't if it's not a minion you own, obviously), but you must choose one if you have any in play and if it's a mandatory ability (i.e. there's no "you may"). Secondly, because it is targeted for destruction, Pony Land's ability protects it if you control at least two minions there, so your minion will not be destroyed. Lastly, you must finish resolving the card that was originally invoked. If the card was the kind of card that says "Destroy a minion to do Y" or "Destroy a minion. If you do, do Y", then the effect stated as "Y" can't be done at all, simply because in the end your minion isn't destroyed. If the card says something else, such as "Destroy a minion. Do Y", "Destroy a minion and do Y", etc., the destruction isn't a pre-requisite so you resolve the rest of the card's ability.

Rule 1: The card you target may be immune to the effects of the ability you are performing, but it is still a valid target.

Rule 2: When a card says "Do X to do Y" or "You may do X to do Y", you need to completely do the effect stated as "X" before you do the effect stated as "Y".

Q: I have Infiltrate on this base. What happens if I choose to ignore this base's ability?

A: Your minions there (and only your minions, not all minions) aren't protected by Pony Land anymore.

Q: Do I have to have a minion on The House of Nine Lives to use its ability?

A: There's no such restriction, so no.

Rule: Do exactly what the card says.

Q: If several of my minions on other bases are about to be destroyed at the same time, how many can I save with The House of Nine Lives? It says "a minion".

A: You can save any number of those minions.

Rule: Do exactly what the card says.

Q: I take control of another player's minion on another base. If I want to destroy it, who decides whether to save it or not with The House of Nine Lives?

A: It's the minion's owner who decides.

Rule: Do exactly what the card says.

Q: One of my cards tells me to destroy one of my minions (e.g. Sacrifice), or an opponent's card forces me to destroy one of my minions (e.g. Bear Hug), or a base's ability allows me to destroy one of my minions (e.g. Spikey Chair Room), can I target one of my minions on bases other than The House of Nine Lives and have The House of Nine Lives save it? If so, does it stop the rest of the ability if there were more to it?

A: Short answer: Yes and it depends. Firstly, you can indeed choose any of your minions as long as it fits the card's requirement (e.g. if your minion is a minion you own, you can target it with Spikey Chair Room's ability, but you can't if it's not a minion you own, obviously), but you must choose one if you have any in play and if it's a mandatory ability (i.e. there's no "you may"). Secondly, because it is targeted for destruction, The House of Nine Lives's ability is triggered, offering you the option to change the destruction into a movement. If you choose to do so, your minion will not be destroyed. Lastly, you must finish resolving the card that was originally invoked. If the card was the kind of card that says "Destroy a minion to do Y" or "Destroy a minion. If you do, do Y", then the effect stated as "Y" can't be done at all, simply because in the end your minion isn't destroyed. If the card says something else, such as "Destroy a minion. Do Y", "Destroy a minion and do Y", etc., the destruction isn't a pre-requisite so you resolve the rest of the card's ability.

Rule 1: The card you target may be immune to the effects of the ability you are performing, but it is still a valid target.

Rule 2: When a card says "Do X to do Y" or "You may do X to do Y", you need to completely do the effect stated as "X" before you do the effect stated as "Y".

Q: It's the start of my turn and I have one Mild Mannered Citizen in play. I activate its ability and destroy it, but decide to save it with The House of Nine Lives. Can I activate Mild Mannered Citizen again and, this time, actually destroy it and play a power-5 minion on House of Nine Lives?

A: No. Mild Mannered Citizen has already been triggered by the start of your turn and you've already resolved it, so you can't trigger it a second time.

Rule: When an ability is triggered, it's resolved once per trigger.

Q: The House of Nine Lives and Tar Pits are in play. If a minion on Tar Pits is chosen for destruction, is it moved to The House of Nine Lives or placed on the bottom of its owner's deck?

A: The House of Nine Lives is triggered first because the minion "would be destroyed". So the minion's owner decides if they want to use The House of Nine Lives's ability or not. If they want to, the minion is moved there and Tar Pits isn't triggered because the minion wasn't destroyed after all. If they want to ignore The House of Nine Lives, then the destruction is applied and if it succeeds, Tar Pits is triggered and the minion is automatically placed on the bottom of its owner's deck.

Rule 1: Do exactly what the card says.

Rule 2: When a card says "After X, do Y", you need "X" to happen and be resolved completely before you do the effect stated as "Y".

Q: How does Cool Cats' Alley work with The House of Nine Lives? Can I draw a card and have my minion saved from destruction?

A: No. If you choose to destroy your minion with Cool Cats' Alley, you must have the destruction succeed to draw a card. If you use The House of Nine Lives to save your minion, then the destruction failed and you can't draw a card.

Rule: When a card says "Do X to do Y" or "You may do X to do Y", you need to completely do the effect stated as "X" before you do the effect stated as "Y".

Q: I have Infiltrate on this base. What happens if I choose to ignore this base's ability?

A: There are three possible situations:- If the minion about to be destroyed is one you own but don't control, it can't be moved to that base since the base allows you as the owner to move it, which you can ignore.- If the minion about to be destroyed is one you control but don't own, it can't be moved to that base since the base will affect your minion if its actual owner chooses to move it, and your minion can't be affected by the base's ability.- If the minion about to be destroyed is one you don't either own or control, its owner can move it to that base.

Q: It doesn't say "each time" like Cave of Shinies or The Homeworld, so I suppose I can only draw a treasure after destroying my first monster there, right?

A: No, you may draw a treasure card after each time you destroy a monster there. For it to only work once, it has to explicitly state it for example by saying "once per turn", "the first time" or "the first minion". Bastion's ability is a triggerable one, and unless otherwise stated it must be resolved each time it is triggered. If it said "each time", it would just be redundant.

A: You don't get any treasures, not even the ones from Bastion's ability.

Rule: Do exactly what the card says.

Q: I have 10 cards in hand. I have Big Hero there and use its talent to destroy a monster. I end with more than 10 cards, so do I immediately discard down to 10?

A: You don't discard any card until your next Draw 2 Cards phase (so not any Draw 2 Cards phase!). At that point, you will indeed need to draw two cards and discard down to 10 if you have more than 10. That's the only moment where you must discard down to 10. At any other time, you keep your hand of cards.

Rule: On your Draw 2 Cards phase, if you have more than 10 cards in your hand after drawing, discard until you have exactly 10 cards left in your hand.

Q: I have Infiltrate on this base. What happens if I choose to ignore this base's ability?

A: You (and only you, not all players) won't draw a treasure card after you destroy a monster there.

Q: When this base appears, the current player plays as many monsters as the monster number of the base. Do the monsters trigger the base's ability?

A: When played as part of the base coming into play, the current player doesn't get credit for playing the monsters (even though a Web Troll's ability is activated), so it doesn't activate the base's ability.

Rule: When a Munchkin base comes into play, the current player doesn't credit for playing the monsters.

Q: I haven't played any minions yet. If I play an Argonaut instead of an action on Dimension Doors, can I still discard a card to play an extra minion there?

A: Yes. Playing an Argonaut, whether as a minion or instead of an action, still counts as playing a minion. It IS a minion after all.

Rule: Do exactly what the card says.

Q: I have Infiltrate on this base. What happens if I choose to ignore this base's ability?

A: You (and only you, not all players) won't be able to use this base's ability after the first minion you play there.

Q: If the total power there is 22 or more when it scores, do the top three players gain just 1 VP instead of their reward?

A: No. They each gain 1 additional VP.

Rule: Do exactly what the card says.

Q: I have Infiltrate on this base. Can I prevent the top three players from getting one additional VP when this base scores?

A: No, when you ignore the base's ability, only you won't gain the additional 1 VP if you're among the top three total power there. That's because the base instructs several players to do something (gain 1 VP), but if you ignore doing it, it doesn't make other players ignore it as well.

Q: I have Infiltrate on this base. What happens if I choose to ignore this base's ability? Can I prevent other players' minion there from getting +1 power on my turn?

A: No, when you choose to ignore Helper's Hollow's ability, it only makes your minions unaffectable by it, which means that your minions there can't get +1 power during other players' turns. Infiltrate does nothing to other players' minions there.

A: UPDATE. The Bigger Geekier Box rulebook clarifies how Temple of Goju works. While the bases each have a different ability, they are quite close in their intention, so it's entirely possible that Hotel of Holiness works the same way as Temple of Goju and that it's each owner that places the minions in the order they want. This would also make this base's ability much simpler.

Rule: Check Temple of Goju's clarification.

Q: I have Infiltrate on this base. What happens if I choose to ignore this base's ability?

A: Minions there that you own (and not necessarily control) and minions there that you control (and not necessarily own) aren't placed on the top of your deck because you can both ignore the base's instruction to you and make the minions you control unaffected by the base's ability. Other than those minions, all the others are to be placed on the top of their owners' decks.

Q: When this base appears, the current player plays as many monsters as the monster number of the base. Do the monsters trigger the base's ability?

A: When played as part of the base coming into play, the current player doesn't get credit for playing the monsters (even though a Web Troll's ability is activated), so it doesn't activate the base's ability.

Rule: When a Munchkin base comes into play, the current player doesn't credit for playing the monsters.

Q: It doesn't say "each time" like Cave of Shinies or The Homeworld, so I suppose I can only draw a card after playing my first minion there, right?

A: No, you may draw a card after each time you play a minion there. For it to only work once, it has to explicitly state it for example by saying "once per turn", "the first time" or "the first minion". Mage’s Tower's ability is a triggerable one, and unless otherwise stated it must be resolved each time it is triggered. If it said "each time", it would just be redundant.

Rule: Do exactly what the card says.

Q: I already have 10 cards in hand. I play a Tenacious Z there from my discard pile as a Special and therefore draw a card, do I immediately discard down to 10?

A: You don't discard any card until your next Draw 2 Cards phase (so not any Draw 2 Cards phase!). At that point, you will indeed need to draw two cards and discard down to 10 if you have more than 10. That's the only moment where you must discard down to 10. At any other time, you keep your hand of cards.

Rule: On your Draw 2 Cards phase, if you have more than 10 cards in your hand after drawing, discard until you have exactly 10 cards left in your hand.

Q: If I play an Argonaut instead of an action on Mage's Tower, do I still draw a card?

A: Yes. Playing an Argonaut, whether as a minion or instead of an action, still counts as playing a minion. It IS a minion after all.

Rule: Do exactly what the card says.

Q: I have Infiltrate on this base. What happens if I choose to ignore this base's ability?

A: You (and only you, not all players) won't draw a card after you play a minion there.

Q: I already have 10 cards in hand when this base scores. I have a minion there and therefore draw a treasure card, do I immediately discard down to 10?

A: You don't discard any card until your next Draw 2 Cards phase (so not any Draw 2 Cards phase!). At that point, you will indeed need to draw two cards and discard down to 10 if you have more than 10. That's the only moment where you must discard down to 10. At any other time, you keep your hand of cards. So if this scored on another player's turn, you keep your cards and can play your next turn with more than ten cards.

Rule: On your Draw 2 Cards phase, if you have more than 10 cards in your hand after drawing, discard until you have exactly 10 cards left in your hand.

Q: I have Infiltrate on this base. What happens if I choose to ignore this base's ability?

A: When this base scores, if you have a minion there, you (and only you, not all players) won't draw a treasure card.

Q: It doesn't say "each time" like Cave of Shinies or The Homeworld, so I suppose only the first monster destroyed there each turn is replaced, right?

A: No, each destroyed monster there is replaced. For it to only work once, it has to explicitly state it for example by saying "once per turn", "the first time" or "the first minion". The Gauntlet's ability is a triggerable one, and unless otherwise stated it must be resolved each time it is triggered. If it said "each time", it would just be redundant.

Rule: Do exactly what the card says.

Q: If The Gauntlet's ability causes a Web Troll to be played there, does the Web Troll's ability activate and play another monster?

Rule: Do exactly what the card says. Except when the rulebook clearly addresses the issue.

Q: If The Gauntlet's ability causes a new monster to appear, does it activate cards that react to minions being played?

A: It depends. If the card only reacts to a minion being played (e.g. The Burst), it activates because a minion was indeed played. If the card only reacts to a player playing a minion (e.g. Leprechaun, Imperial Dragon), it doesn't activate because no player gets credit for playing a monster through The Gauntlet's ability.

Rule: Do exactly what the card says.

Q: I have Infiltrate on this base. What happens if I choose to ignore this base's ability?

A: Absolutely nothing. After a monster there is destroyed, it is still replaced by another. That's because, despite its wording, The Gauntlet doesn't instruct any player to play another monster, the base plays it itself, so since you are not instructed to play a monster, you can't choose to ignore it.

Q: If there are uncontrolled monsters there, are they also immune to actions? If so, whose actions?

A: Yes, they are minions, so they are not affected by other players' action. And for uncontrolled monsters, all the players are treated as "other players" for them.

Rule: Each player is “another player” to monsters.

Q: I have a minion on a different base with an enemy action attached to it. If my minion is moved to The Pits, what happens?

A: Since the action is currently affecting the minion ("having an action attached" is considered as affecting), The Pits prevents that action from affecting your minion any longer. So it can't remain attached to it and is therefore destroyed.

A: First of all, you can indeed choose any of your minions, but you must choose one if you have any in play. Secondly, since the cause of the affect is "another player's action", then yes, The Pits protects your minion.

Rule: The card you target may be immune to the effects of the ability you are performing, but it is still a valid target.

Q: I have Infiltrate on this base. What happens if I choose to ignore this base's ability?

A: Your minions there (and only your minions, not all minions) are no longer protected from other players' actions.

Q: From which deck do I draw the card? From my deck or the treasure deck?

A: Your deck.

Rule: Do exactly what the card says.

Q: It doesn't say "each time" like Cave of Shinies or The Homeworld, so I suppose I can only draw a card after playing my first treasure there, right?

A: No, you may draw a card after each time you play a treasure there or on a minion there. For it to only work once, it has to explicitly state it for example by saying "once per turn", "the first time" or "the first minion". Thieves’ Guild's ability is a triggerable one, and unless otherwise stated it must be resolved each time it is triggered. If it said "each time", it would just be redundant.

Rule: Do exactly what the card says.

Q: Does it trigger from playing a treasure minion there too or just treasure actions?

A: If you play a treasure minion on Thieves' Guild, it counts as having played a treasure on it, so its ability does trigger.

Rule: Do exactly what the card says.

Q: After playing a treasure there or on a minion there, I (somehow) have more than 10 cards in hand, do I immediately discard down to 10?

A: You don't discard any card until your next Draw 2 Cards phase (so not any Draw 2 Cards phase!). At that point, you will indeed need to draw two cards and discard down to 10 if you have more than 10. That's the only moment where you must discard down to 10. At any other time, you keep your hand of cards.

Rule: On your Draw 2 Cards phase, if you have more than 10 cards in your hand after drawing, discard until you have exactly 10 cards left in your hand.

Q: I have Infiltrate on this base. What happens if I choose to ignore this base's ability?

A: You (and only you, not all players) won't draw a card after you play a treasure there or on a minion there.

Q: When this base appears, the current player plays as many monsters as the monster number of the base. Do the monsters trigger the base's ability?

A: When played as part of the base coming into play, the current player doesn't get credit for playing the monsters (even though a Web Troll's ability is activated), so it doesn't activate the base's ability.

Rule: When a Munchkin base comes into play, the current player doesn't credit for playing the monsters.

Q: I already have 10 cards in hand. I play a Tenacious Z there from my discard pile as a Special and therefore draw a treasure card, do I immediately discard down to 10?

A: You don't discard any card until your next Draw 2 Cards phase (so not any Draw 2 Cards phase!). At that point, you will indeed need to draw two cards and discard down to 10 if you have more than 10. That's the only moment where you must discard down to 10. At any other time, you keep your hand of cards.

Rule: On your Draw 2 Cards phase, if you have more than 10 cards in your hand after drawing, discard until you have exactly 10 cards left in your hand.

Q: I haven't played any minions yet. If I play an Argonaut instead of an action on Treasure Bath, do I still draw a treasure?

A: Yes. Playing an Argonaut, whether as a minion or instead of an action, still counts as playing a minion. It IS a minion after all.

Rule: Do exactly what the card says.

Q: I have Infiltrate on this base. What happens if I choose to ignore this base's ability?

A: You (and only you, not all players) won't draw a treasure card after you play a minion there.

Q: When this base appears, the current player plays as many monsters as the monster number of the base. Do the monsters trigger the base's ability?

A: When played as part of the base coming into play, the current player doesn't get credit for playing the monsters (even though a Web Troll's ability is activated), so it doesn't activate the base's ability.

Rule: When a Munchkin base comes into play, the current player doesn't credit for playing the monsters.

Q: It doesn't say "each time" like Cave of Shinies or The Homeworld, so I suppose I only make an opponent draw a card after the first minion I play there, right?

A: No, each time you play a minion there, you must choose an opponent who can then draw a card. For it to only work once, it has to explicitly state it for example by saying "once per turn", "the first time" or "the first minion". Treehouse's ability is a triggerable one, and unless otherwise stated it must be resolved each time it is triggered. If it said "each time", it would just be redundant.

Rule: Do exactly what the card says.

Q: I have 10 cards in hand. Another player plays a minion on this base and chooses me to draw a card, do I immediately discard down to 10?

A: You don't discard any card until your next Draw 2 Cards phase (so not any Draw 2 Cards phase!). At that point, you will indeed need to draw two cards and discard down to 10 if you have more than 10. That's the only moment where you must discard down to 10. At any other time, you keep your hand of cards. So if this happened on another player's turn, you keep your cards and can play your next turn with more than ten cards.

Rule: On your Draw 2 Cards phase, if you have more than 10 cards in your hand after drawing, discard until you have exactly 10 cards left in your hand.

Q: If I play an Argonaut instead of an action on Treehouse, do I still have to choose another player to draw a card?

A: Yes. Playing an Argonaut, whether as a minion or instead of an action, still counts as playing a minion. It IS a minion after all.

Rule: Do exactly what the card says.

Q: I have Infiltrate on this base. What happens if I choose to ignore this base's ability?

A: If you play a minion there, the base instructs you to choose another player. You will ignore that instruction and so no player will draw a card. Moreover, if another player plays a minion there and chooses you as the other player, the base instructs you to draw a card. You will ignore that instruction and therefore won't draw a card. Other than that, you can't prevent your opponents from choosing one another.

Q: It doesn't say "each time" like Cave of Shinies or The Homeworld, so I suppose if several undead monsters are played there on the same turn, only the first one is "whacked", correct?

A: No, each time an undead monster is played there, it gets "whacked". For it to only work once, it has to explicitly state it for example by saying "once per turn", "the first time" or "the first minion". Whack-A-Ghoul's ability is a triggerable one, and unless otherwise stated it must be resolved each time it is triggered. If it said "each time", it would just be redundant.

Rule: Do exactly what the card says.

Q: When Whack-A-Ghoul's ability triggers for some of the initial 3 monsters, are they replaced by other monsters?

A: No. The monster number only tells you how many monsters you should attempt to play.

Rule: Do exactly what the card says.

Q: I have Infiltrate on this base. What happens if I choose to ignore this base's ability?

A: If an undead monster is played there and you are the current player, the base instructs you to place it on the bottom of the monster deck. You will just ignore that instruction and leave the monster on that base.

Q: I play Bear Hug/Unfathomable Goals/Griefer to force an opponent to destroy their own minion. They choose to destroy their power-2 minion on Converted Cave, claiming that it can't be destroyed by my card and therefore survives. Is that correct?

A: No. There's a subtle nuance. When you play these cards to make another player destroy a minion, the minion is considered both "destroyed by your card's ability" and "destroyed by that player". So the cause of the destruction is your card's ability, but the person who carried out the destruction is that player. A card that can't be destroyed by "other players' abilities" is only immune to destruction if the cause is another player's ability. However, a card that can't be destroyed by "other players" is only immune to destruction if the person who does the destruction is another player. So minions of power 2 or less on Converted Cave are not immune to destruction if they are destroyed by their own controllers, even if the destruction was caused by another player's card.

Rule: If a card specifies another player to carry out an effect, that player gets the credit for the effect, not the card player.[3]

Q: I have Infiltrate on this base. What happens if I choose to ignore this base's ability?

A: Your minions of power 2 or less there (and only your minions, not all minions) aren't protected by Converted Cave anymore.

Q: It doesn't say "each time" like Cave of Shinies or The Homeworld, so I suppose I can only retrieve a minion after playing my first minion there, right?

A: No, you may retrieve a minion after each time you play a minion there. For it to only work once, it has to explicitly state it for example by saying "once per turn", "the first time" or "the first minion". Crystal Fortress's ability is a triggerable one, and unless otherwise stated it must be resolved each time it is triggered. If it said "each time", it would just be redundant.

Rule: Do exactly what the card says.

Q: If I play an Argonaut instead of an action on Crystal Fortress, can I still place a minion from my discard pile into my deck?

A: Yes. Playing an Argonaut, whether as a minion or instead of an action, still counts as playing a minion. It IS a minion after all.

Rule: Do exactly what the card says.

Q: I have Infiltrate on this base. What happens if I choose to ignore this base's ability?

A: You (and only you, not all players) will be unable to use this base's ability.

Q: On my turn, I'm the winner on Dragon's Lair. Do I draw the cards during the after-scoring step, or can I draw them at the end of my turn so that I don't have to discard them if I have more than 10 in hand? Remember that you only discard on your Draw Cards phase, not the End Turn phase.

A: Base abilities that start with "The winner..." are to be treated as "after this base scores" abilities, so Dragon’s Lair's ability is triggered during the after-scoring phase. This means that you must draw the cards then, not at the end of the turn.

Rule: Base abilities that start with "The winner..." are to be treated as "after this base scores" abilities.

Q: I am the winner there when this scores and I end up with more than 10 cards in hand, do I immediately discard down to 10?

A: You don't discard any card until your next Draw 2 Cards phase (so not any Draw 2 Cards phase!). At that point, you will indeed need to draw two cards and discard down to 10 if you have more than 10. That's the only moment where you must discard down to 10. At any other time, you keep your hand of cards. So if this scored on another player's turn, you keep your cards and can play your next turn with more than ten cards.

Rule: On your Draw 2 Cards phase, if you have more than 10 cards in your hand after drawing, discard until you have exactly 10 cards left in your hand.

Q: I have Infiltrate on this base. What happens if I choose to ignore this base's ability?

A: If you aren't the winner, nothing and you can't prevent the winner from drawing cards. If you are the winner, you won't draw any cards.

Q: It doesn't say "each time" like Cave of Shinies or The Homeworld, so I suppose I can only do its ability after playing my first minion there, right?

A: No, you do its ability after each time you play a minion there. For it to only work once, it has to explicitly state it for example by saying "once per turn", "the first time" or "the first minion". Oracle at Delphi's ability is a triggerable one, and unless otherwise stated it must be resolved each time it is triggered. If it said "each time", it would just be redundant.

Rule: Do exactly what the card says.

Q: If I reveal a card I don't own, what happens?

A: There are two different paths for the revealed card:- If it's an action, it goes to its owner's hand, that's because the other players can see who owns the card and the card changes location.- Otherwise, it goes to the top of your deck, that's because, while the other players can see who owns the card, the card is merely revealed and doesn't change location.

Rule 1: When a card that others can see goes to the hand, deck or discard pile, it goes to the one belonging to the card’s owner.

Rule 2: Cards you don’t own that are merely revealed in your hand or deck stay there.

Q: I already have 10 cards in hand. I play a Tenacious Z there from my discard pile as a Special and reveal an action on the top of my deck. I end up with more than 10 cards in hand, so do I immediately discard down to 10?

A: You don't discard any card until your next Draw 2 Cards phase (so not any Draw 2 Cards phase!). At that point, you will indeed need to draw two cards and discard down to 10 if you have more than 10. That's the only moment where you must discard down to 10. At any other time, you keep your hand of cards.

Rule: On your Draw 2 Cards phase, if you have more than 10 cards in your hand after drawing, discard until you have exactly 10 cards left in your hand.

Q: If I play an Argonaut instead of an action on Oracle at Delphi, do I still reveal the top card of my deck?

A: Yes. Playing an Argonaut, whether as a minion or instead of an action, still counts as playing a minion. It IS a minion after all.

Rule: Do exactly what the card says.

Q: I have Infiltrate on this base. What happens if I choose to ignore this base's ability?

A: You (and only you, not all players) won't reveal any card or draw any action after playing a minion there.

Q: It tells me to place a +1 power counter on "one of my minions". Can I place a +1 power counter on a minion I own that I don't control?

A: No. "Your minions" are minions you control, whether or not you own them. A minion you own but don't control isn't yours.

Rule: "Your minion" means "a minion that you control".

Q: It doesn't say "each time" like Cave of Shinies or The Homeworld, so I suppose I can only a +1 power counter after my first destroyed minion there, right?

A: No, you get a +1 power counter after each time you destroy a minion there. For it to only work once, it has to explicitly state it for example by saying "once per turn", "the first time" or "the first minion". Shark Reef's ability is a triggerable one, and unless otherwise stated it must be resolved each time it is triggered. If it said "each time", it would just be redundant.

Rule: Do exactly what the card says.

Q: I have a Sprout on Shark Reef. When it destroys itself at the start of my turn, may I place a +1 power counter on one of my minions on Shark Reef?

A: Yes. Technically, the card doesn't destroy itself, it tells you to destroy it, so you get credit for its destruction.

Rule: Do exactly what the card says.

Q: I have a Sprout on Shark Reef. When it destroys itself at the start of my turn, may I place a +1 power counter on the minion that replaces Sprout?

A: Yes, because it says "After X, do Y", you have to finish resolving Sprout's ability before resolving Shark Reef's. At that point, the new minion will already be in play.

Q: If a minion is not actually destroyed, do I still get to place a +1 power counter?

A: No. If the minion in question is not destroyed, the base ability doesn't even trigger for said minion in the first place.

Rule: When a card says "After X, do Y", you need "X" to happen and be resolved completely before you do the effect stated as "Y".

Q: If Shark Reef is removed from play (e.g. destroyed, scored, etc.) or has its ability cancelled, are the +1 power counters placed by its ability removed? For example, if a minion that got one is moved to another base before Shark Reef is removed.

A: No. When you place a +1 power counter, it's a definitive effect, so the +1 power counters remain even if the card that placed them is removed from play or has its ability cancelled (like drawing cards, if you play Enchantress, you're not going to discard the card you drew if Enchantress is destroyed or has its ability cancelled). On the other hand, if a card is removed while it had +1 power counters, only the +1 power counters on it are removed, but that's because a card that leaves play loses all its attachments. Besides, how are you going to keep track of which +1 power counters were added by Shark Reef's ability and which ones were not (e.g. Giant Ants, Mythic Greeks, Kung Fu Fighters)? That would be very cumbersome.

Rule: Cancelling an effect or removing a card from play does not necessarily undo what it did.

Q: If multiple abilities work together to destroy a minion on Shark Reef, who gets to the +1 power counter?

A: Check the card which is the direct cause of the destruction, which is the card among all those that were activated and whose ability says "destroy". That card is what destroyed the minion and it always says who gets the credit for the destruction (usually the card's controller). So if a Bear Cavalry player sets up a manned High Ground on Shark Reef, and another player's minion moves to that base for some reason, the High Ground is activated and it says that High Ground's controller destroys the minion. So, the controller of High Ground gets the +1 power counter. While it's usually the card's controller who does the destruction (Remember, "you" on a minion or action means the controller of the card), some rare cards (e.g. Bear Hug, Griefer) make another player destroy the minion.

Rule 1: "You" on a minion or action means the controller of the card.

Rule 2: If a card specifies another player to carry out an effect, that player gets the credit for the effect, not the card player.[3]

Q: If a single card is responsible for destroying many minions at once (e.g. Powderkeg, Broadside), how many counters does the player get?

A: If one player gets credit for multiple destructions because of a single card, they get to place one +1 power counter per destroyed minion. In the rare cases where several players destroy different minions on Shark Reef, e.g. if a player plays Bear Hug and if their opponents choose to destroy their minions on Shark Reef, then each of those players get a +1 power counter per minion they destroyed.

Rule: Do exactly what the card says.

Q: I have High Ground on Shark Reef. I play one card and move several minions to there (e.g. You're Pretty Much Borscht, Felicia Day) and destroy them. Can I choose to move them one at a time and therefore get a +1 power counter per minion?

A: No. Those cards move several minions simultaneously. So, all the selected minions move at once and all of them are destroyed at the same time, so it counts as a single destruction. However, you still get one +1 power counter per minion destroyed.

A: You did the destruction, so you get credit for destroying the minion and get the counter, not the player who played the card.

Rule: If a card specifies another player to carry out an effect, that player gets the credit for the effect, not the card player.[3]

Q: I have Infiltrate on this base. If one of my minions there is destroyed by another player, can I prevent that player from getting a +1 power counter?

A: No, you can't make another player ignore the base's instructions, only you ignore it, and while your minion is involved in all this, Shark Reef's ability does nothing that affects your minion and doesn't instruct you to do something, so there's nothing you can ignore.

Q: It doesn't say "each time" like Cave of Shinies or The Homeworld, so I suppose I can only destroy a minion after playing my first minion there, right?

A: No, you can destroy a minion there after each time you play a minion there. For it to only work once, it has to explicitly state it for example by saying "once per turn", "the first time" or "the first minion". The Deep's ability is a triggerable one, and unless otherwise stated it must be resolved each time it is triggered. If it said "each time", it would just be redundant.

Rule: Do exactly what the card says.

Q: What if Brownie is affected by a base's ability that triggers when a player plays a card? (e.g. The Deep)

A: The card that affects Brownie is the base, not the card that was played by the player, so Brownie's ability doesn't trigger.

Rule: Do exactly what the card says.

Q: If I play a Howler on The Deep, Howler becomes power 4, so I can use The Deep's ability, right?

A: No. Playing a Howler is treated as having played a minion of power 2 (its printed power). It only becomes power 4 after you play it.

Rule: If it's not in play, a minion's power is equal to its printed power.

A: Yes. Playing a Weed Eater is treated as having played a minion of power 5 (its printed power). You must then resolve Weed Eater's ability, so it becomes a power 3. When you activate The Deep's ability, you can only destroy a minion of power 2 or less there.

Rule 1: If it's not in play, a minion's power is equal to its printed power.

Rule 2: Resolve the played card's ability completely, then resolve any card reactions.

Q: I have Infiltrate on this base. What happens if I choose to ignore this base's ability?

A: There two possible situations. If you play a minion there, you (and only you, not all players) won't be able to use The Deep's ability to destroy any minion there because you won't follow its instruction. If another player's play a minion there, your minions there (and only your minions, not all minions) will be immune to The Deep's destruction.

Q: Can I move another player's minion or am I limited to the minions I control?

A: You can move any minion in play, even another player's minion or an uncontrolled monster.

Rule: "A minion" means "any minion in play".

Q: I haven't played a minion yet. If I play an Argonaut instead of an action on Tornado Alley, can I still move a minion there?

A: Yes. Playing an Argonaut, whether as a minion or instead of an action, still counts as playing a minion. It IS a minion after all.

Rule: Do exactly what the card says.

Q: I have Infiltrate on this base. What happens if I choose to ignore this base's ability?

A: There are two possible situations. If you play a minion there, you (and only you, not all players) will be unable to move any minion from another base to there because you will be ignoring Tornado Alley's instruction. If another player plays a minion there, your minions (and only your minions, not all minions) will be immune to being moved through Tornado Alley's ability.

Q: It doesn't say "each time" like Cave of Shinies or The Homeworld, so I suppose I can only place a +1 power counter on the first minion I move there, right?

A: No, you place a +1 power counter after each time you move a minion to there. For it to only work once, it has to explicitly state it for example by saying "once per turn", "the first time" or "the first minion". Trailer Park's ability is a triggerable one, and unless otherwise stated it must be resolved each time it is triggered. If it said "each time", it would just be redundant.

Rule: Do exactly what the card says.

Q: If Trailer Park is removed from play (e.g. destroyed, scored, etc.) or has its ability cancelled, are the +1 power counters placed by its ability removed? For example, if a minion that got one is moved to another base before Trailer Park is removed.

A: No. When you place a +1 power counter, it's a definitive effect, so the +1 power counters remain even if the card that placed them is removed from play or has its ability cancelled (like drawing cards, if you play Enchantress, you're not going to discard the card you drew if Enchantress is destroyed or has its ability cancelled). On the other hand, if a card is removed while it had +1 power counters, only the +1 power counters on it are removed, but that's because a card that leaves play loses all its attachments. Besides, how are you going to keep track of which +1 power counters were added by Trailer Park's ability and which ones were not (e.g. Giant Ants, Mythic Greeks, Kung Fu Fighters)? That would be very cumbersome.

Rule: Cancelling an effect or removing a card from play does not necessarily undo what it did.

Q: I move a power-2 minion on Trailer Park where another player has a Cub Scout. Is the minion destroyed?

A: It depends. Both Trailer Park's and Cub Scout's abilities are activated after you're done moving the minion. According to the rules, it's the current player who decides the order in which these two cards are activated. If Trailer Park is activated before Cub Scout, the minion gets a +1 power counter and therefore is power 3 and survives to Cub Scout. However, if Cub Scout is activated before Trailer Park, the minion is destroyed by Cub Scout and when you want to resolve Trailer Park's ability, the minion can't receive the +1 power counter as it is no longer in play.

Rule 1: When a card says "After X, do Y", you need "X" to happen and be resolved completely before you do the effect stated as "Y".

Rule 2: The current player decides the order of events that are supposed to happen simultaneously.

Q: I have Infiltrate on this base. What happens if I choose to ignore this base's ability?

A: There are three possible situations:- If you move any minion to there, you don't place a +1 power counter on it because you will be ignoring the base's instruction.- If another player moves one of your minions to there, they won't place a +1 power counter on it because your minion will be immune to being affected by the base's ability.- If another player moves any minion but those you control, they will place a +1 power counter on it, because the base's ability wouldn't affect any of your minions and wouldn't instruct you to do something.

Q: It doesn't say "each time" like Cave of Shinies or The Homeworld, so I suppose I can only boost a minion there after playing my first action, right?

A: No, you can boost a minion there after each time you play an action. For it to only work once, it has to explicitly state it for example by saying "once per turn", "the first time" or "the first action". Wooden Horse's ability is a triggerable one, and unless otherwise stated it must be resolved each time it is triggered. If it said "each time", it would just be redundant.

Rule: Do exactly what the card says.

Q: I have a minion on Wooden Horse. If I play an action to move it to another base, can I give it +2 power?

A: No. You resolve your action before activating the base's ability, so when you activate Wooden Horse, your minion has already moved and is no longer eligible.

Rule: Resolve the played card's ability completely, then resolve any card reactions.

Q: I have a minion on Wooden Horse. I play an action (ability is irrelevant) and give +2 power to my minion. If I play an extra action and move the minion to another base, does my minion keep its +2 power?

A: Yes. The power boost was given to the minion when you used the base's ability and it sticks with it.

Rule: Do exactly what the card says.

Q: I play an Argonaut. Does it activate Wooden Horse's ability and allow me to boost a minion there? If the Argonaut is played on Wooden Horse, can I give the +2 power to the Argonaut itself or do I have to choose a different minion?

A: Yes, playing an Argonaut counts as playing an action, so Wooden Horse's ability is activated. There's also no restriction on the choice of minion other than it must a minion on Wooden Horse, so you can indeed give the +2 power to the Argonaut itself if it's played on Wooden Horse.

Rule: Do exactly what the card says.

Q: I have Infiltrate on this base. What happens if I choose to ignore this base's ability?

A: If you play an action, you won't be able to follow Wooden Horse's instruction. If another player plays an action, your minions there (and only your minions, not all minions) will be immune to being affected by Wooden Horse's +2 power.

Q: It doesn't say that minions have a minimum power of 0 like other cards (e.g. Glymmer, Poison, Sleep Spores). So a minion's power can go negative with this card, right?

A: No. Those other cards only reminded you of the general rule that "minion power is never reduced below zero". Even if the card doesn't remind you of it, it's still one of the rules of Smash Up that you must keep in mind.

Rule: Minion power is never reduced below zero.

Q: I have Infiltrate on this base. What happens if I choose to ignore this base's ability?

A: Your minions there (and only your minions, not all minions) will be unaffected by Wyrm's Desolation's -1 power.

Q: It doesn't say "each time" like Cave of Shinies or The Homeworld, so I suppose only the first minion there that uses its talent gets +1 power, right?

A: No, the +1 power is given to each minion there that uses its talent. For it to only work once, it has to explicitly state it for example by saying "once per turn", "the first time" or "the first minion". Changing Room's ability is a triggerable one, and unless otherwise stated it must be resolved each time it is triggered. If it said "each time", it would just be redundant.

A: No, Changing Room's ability only applies to the minion's talent, either an original talent or one granted by an ability-giving action. Those actions don't grant the minion an ability, their abilities are their own.

Rule: Do exactly what the card says.

Q: I have Infiltrate on this base. What happens if I choose to ignore this base's ability?

A: Your minions (and only your minions, not all minions) won't get +1 power after using their talents.

Q: It only works if the action directly increases the power of "one of my minions". Does it work if it only increases the power of a minion I own that I don't control?

A: No. "Your minions" are minions you control, whether or not you own them. A minion you own but don't control isn't yours.

Rule: "Your minion" means "a minion that you control".

Q: I have 10 cards in hand. I play an action that directly increases the power of a minion there so I draw a card. Do I immediately discard down to 10?

A: You don't discard any card until your next Draw 2 Cards phase (so not any Draw 2 Cards phase!). At that point, you will indeed need to draw two cards and discard down to 10 if you have more than 10. That's the only moment where you must discard down to 10. At any other time, you keep your hand of cards.

Rule: On your Draw 2 Cards phase, if you have more than 10 cards in your hand after drawing, discard until you have exactly 10 cards left in your hand.

Q: I play an Argonaut while I have a Spartan/Odysseus/Heracles/etc. on Hive of Scum and Villainy. Argonaut therefore causes them to increase in power, do I then draw a card because of Hive of Scum and Villainy?

A: No. While playing Argonaut counts as if you played an action, it doesn't directly increase a minion's power. The reason why Spartan, Odysseus, Heracles, etc. have their power increased is because of their own abilities, not because of an action's ability.

Q: How are we supposed to determine a random base without messing around with the cards in play? We don't want to have to pick up all the other bases, memorize where each one was, then have a player randomly pick one.

A: You can just assign a number to those bases, and roll a die or use a randomization app. Use your preferred method.

Rule: N/A

Q: I have Infiltrate on this base. What happens if I choose to ignore this base's ability?

A: When this base scores and if you are the current player, you can choose to ignore No-Moon™'s ability and not do any of it because it gives you an instruction. When this base scores and if you are not the current player, nothing and you can't prevent the current player from using No-Moon™'s ability. Technically, your minions on the randomly-chosen base will be immune to No-Moon™'s ability, but because the base they are on will leave play, they will be discarded anyway.

Q: If I want to use this base's ability, do I have to destroy the minion I played?

A: No, you can destroy any minion in play that you own.

Rule: "A minion" means "any minion in play".

Q: If I want to use this base's ability, do I have to destroy a minion that I control?

A: No, you destroy a minion in play that you own, whether or not you control it.

Rule: "A minion" means "any minion in play".

Q: If I play a minion there, but it is then moved or removed from play on the same turn, can I still use this base's ability?

A: Yes, the check is on whether or not you have played a minion there, it doesn't matter if the minion doesn't stay on the base.

Rule: Do exactly what the card says.

Q: I use this base's ability to draw a card. If I end up with more than 10 cards, do I immediately discard down to 10?

A: You don't discard any card until your next Draw 2 Cards phase (so not any Draw 2 Cards phase!). At that point, you will indeed need to draw two cards and discard down to 10 if you have more than 10. That's the only moment where you must discard down to 10. At any other time, you keep your hand of cards. Since Spikey Chair Room makes you draw a card during the End Turn phase and since it's not your Play Cards phase, you keep your drawn card.

Rule: On your Draw 2 Cards phase, if you have more than 10 cards in your hand after drawing, discard until you have exactly 10 cards left in your hand.

Q: I have Infiltrate on this base. What happens if I choose to ignore this base's ability?

A: You (and only you, not all players) will be unable to use this base's ability. If another player uses the ability and tries to destroy a minion they own but that you control, your minion will be immune to Spikey Chair Room's ability and survive the destruction. Other than that, you won't be able to prevent other players from using Spikey Chair Room's ability.

Q: I have Infiltrate on this base. What happens if I choose to ignore this base's ability?

A: When this base scores and if you are the current player, then you won't replace Unicrave and it will be scored as it is. That's because when it scores, Unicrave instructs the current player to replace it and since you are the current player, you can choose to ignore that instruction.

Q: If I play and give control of a minion there with an on-play ability (e.g. Invader), who uses the ability?

A: You. When you play the minion, you must resolve its ability first, then you must resolve card reactions. Wintersquashed's ability is a reaction to you playing a minion on it, so its ability comes after you're done resolving your minion's ability.

Rule: Resolve the played card's ability completely, then resolve any card reactions.

Q: It doesn't say "each time" like Cave of Shinies or The Homeworld, so I suppose I can only give control of the first minion I play there, right?

A: No, you may give control of your minion after each time you play one there. For it to only work once, it has to explicitly state it for example by saying "once per turn", "the first time" or "the first minion". Wintersquashed's ability is a triggerable one, and unless otherwise stated it must be resolved each time it is triggered. If it said "each time", it would just be redundant.

Rule: Do exactly what the card says.

Q: If I play an Argonaut instead of an action on Wintersquashed, can I still give control of it?

A: Yes. Playing an Argonaut, whether as a minion or instead of an action, still counts as playing a minion. It IS a minion after all.

Rule: Do exactly what the card says.

Q: I have Infiltrate on this base. What happens if I choose to ignore this base's ability?

A: If you play a minion there, you (and only you, not all players) will be unable to give control of it to another player. If another player plays a minion there, they will be able to use the base's ability and they will even be able to give control of the minion to you! That's because when they do so, you weren't instructed to do anything by the base's ability and none of you minions were affected by the base -- the minion you were given only became your minion after being affected, so it wasn't yours when it was affected by the base.

Q: It doesn't say "each time" like Cave of Shinies or The Homeworld, so I suppose I can only check the top card of my deck after playing my first minion there, right?

A: No, you look at the top card of your deck after each time you play a minion there. For it to only work once, it has to explicitly state it for example by saying "once per turn", "the first time" or "the first minion". Grandma's House's ability is a triggerable one, and unless otherwise stated it must be resolved each time it is triggered. If it said "each time", it would just be redundant.

Rule: Do exactly what the card says.

Q: If I play an Argonaut instead of an action on Grandma's House, do I still look at the top card of my deck?

A: Yes. Playing an Argonaut, whether as a minion or instead of an action, still counts as playing a minion. It IS a minion after all.

Rule: Do exactly what the card says.

Q: I have Infiltrate on this base. What happens if I choose to ignore this base's ability?

A: When you (and only you, not all players) play a minion there, you won't look at the top card of your deck.

Q: Is the restriction "to here" only for moving a minion or also for playing it?

A: It's for both, for the minion to gain +1 power, it must be played on or moved to Lake Minnetonka.

Rule: Do exactly what the card says.

Q: It doesn't say "each time" like Cave of Shinies or The Homeworld, so I suppose only the first minion either played or moved to there gets the +1 power, right?

A: No, the +1 power is given to each minion moved or played there. For it to only work once, it has to explicitly state it for example by saying "once per turn", "the first time" or "the first minion". Lake Minnetonka's ability is a triggerable one, and unless otherwise stated it must be resolved each time it is triggered. If it said "each time", it would just be redundant.

Rule: Do exactly what the card says.

Q: I move a power-2 minion on Lake Minnetonka where another player has a Cub Scout. Is the minion destroyed?

A: It depends. Both Lake Minnetonka's and Cub Scout's abilities are activated after you're done moving the minion. According to the rules, it's the current player who decides the order in which these two cards are activated. If Lake Minnetonka is activated before Cub Scout, the minion gets a +1 power and therefore is power 3 and survives to Cub Scout. However, if Cub Scout is activated before Lake Minnetonka, the minion is destroyed by Cub Scout and when you want to resolve Lake Minnetonka's ability, the minion is no longer in play.

Rule 1: When a card says "After X, do Y", you need "X" to happen and be resolved completely before you do the effect stated as "Y".

Rule 2: The current player decides the order of events that are supposed to happen simultaneously.

Q: I play a power-4 minion on Lake Minnetonka where another player has a Leprechaun. Is the minion destroyed?

A: It depends. Both Lake Minnetonka's and Leprechaun's abilities are activated after you're done playing the minion. According to the rules, it's the current player who decides the order in which these two cards are activated. If Lake Minnetonka is activated before Leprechaun, the minion gets a +1 power and therefore is power 5 and survives to Leprechaun. However, if Leprechaun is activated before Lake Minnetonka, the minion is destroyed by Leprechaun and when you want to resolve Lake Minnetonka's ability, the minion is no longer in play.

Rule 1: When a card says "After X, do Y", you need "X" to happen and be resolved completely before you do the effect stated as "Y".

Rule 2: The current player decides the order of events that are supposed to happen simultaneously.

Q: If I play an Argonaut instead of an action on Lake Minnetonka, does it still get +1 power?

A: Yes. Playing an Argonaut, whether as a minion or instead of an action, still counts as playing a minion. It IS a minion after all.

Rule: Do exactly what the card says.

Q: I have Infiltrate on this base. What happens if I choose to ignore this base's ability?

A: There are three possible situations:- If you play a minion there, it won't get +1 power because your minions will be immune to this base's ability.- If one of your minions is moved to there, it won't get +1 power because your minions will be immune to this base's ability.- If you move another player's minion to there, it gets +1 power because you can't ignore having triggered the base's ability and since it's not a minion you control, it's not immune to the base's ability.

Q: What is that ability? It doesn't change the scoring at all since all the players get the bonus.

A: Actually, it can change the scoring. When the base scores, suppose you have a single impressive power-10 minion and another player has four boring power-2 minions. You're in the lead with 10 power, while they have 8 power. When you apply Out in the Woods's ability, you only get +1 power (=one minion), for a total of 11, while your opponent gets +4 power (=four minions), for a total of 12. So the scoring changed.

Rule: Do exactly what the card says.

Q: I have Infiltrate on this base. What happens if I choose to ignore this base's ability?

A: When this base scores, your minions there (and only your minions, not all minions) won't get +1 power from the base's ability because they will be immune to it.

Q: It works "if I have a minion" there. Is it enough if my only minion there is a minion I own but don't control?

A: No. "If you have a minion" means "if you control at least one minion (whether or not you own it)". Minions you just own but don't control don't count.

Rule: "Having" cards at a base means you control them.

Q: After drawing the card, I have more than 10 cards in hand, do I immediately discard down to 10?

A: You don't discard any card until your next Draw 2 Cards phase (so not any Draw 2 Cards phase!). At that point, you will indeed need to draw two cards and discard down to 10 if you have more than 10. That's the only moment where you must discard down to 10. At any other time, you keep your hand of cards.

Rule: On your Draw 2 Cards phase, if you have more than 10 cards in your hand after drawing, discard until you have exactly 10 cards left in your hand.

Q: I have Infiltrate on this base. What happens if I choose to ignore this base's ability?

A: You (and only you, not all players) won't draw any card at the start of your turn.

Q: After drawing the card, I have more than 10 cards in hand, do I immediately discard down to 10?

A: You don't discard any card until your next Draw 2 Cards phase (so not any Draw 2 Cards phase!). At that point, you will indeed need to draw two cards and discard down to 10 if you have more than 10. That's the only moment where you must discard down to 10. At any other time, you keep your hand of cards.

Rule: On your Draw 2 Cards phase, if you have more than 10 cards in your hand after drawing, discard until you have exactly 10 cards left in your hand.

Q: I have Infiltrate on this base. What happens if I choose to ignore this base's ability?

A: There are two possible situations. If one of your minions is destroyed there, you don't draw any card because you just ignore that base's instruction. If another player's minion is destroyed there, you can't prevent them from drawing a card, even when you do the destruction. That's because when you destroy their minion, it triggers the base's ability, which you can't ignore triggering, and the base then instructs the minion's controller (so not you) to draw a card, and you can't make them ignore that instruction.

Q: It doesn't say "each time" like Cave of Shinies or The Homeworld, so I suppose I can only do its ability after playing my first minion there, right?

A: No, you do its ability after each time you play a minion there. For it to only work once, it has to explicitly state it for example by saying "once per turn", "the first time" or "the first minion". Akihabara High's ability is a triggerable one, and unless otherwise stated it must be resolved each time it is triggered. If it said "each time", it would just be redundant.

Rule: Do exactly what the card says.

Q: If I play 3 power-2 minions on Akihabara High in one turn, how much power do I have there?

A: 9 = 4 + 3 + 2. The first minion is power 2. The second minion is power 2 and boosts the first minion to power 3. The third minion is power 2 and boosts the first minion to power 4 and the second minion to power 3. Unlike Swashbuckling and Howl, the power boost does not apply to minions played in the future.

Rule: Do exactly what the card says.

Q: It gives +1 power to "my other minions". Does it also give +1 power to minions I own that I don't control?

A: No. "Your minions" are minions you control, whether or not you own them. A minion you own but don't control isn't yours.

Rule: "Your minion" means "a minion that you control".

Q: If I play an Argonaut instead of an action on Akihabara High, do my other minions there still get +1 power?

A: Yes. Playing an Argonaut, whether as a minion or instead of an action, still counts as playing a minion. It IS a minion after all.

Rule: Do exactly what the card says.

Q: I have Infiltrate on this base. What happens if I choose to ignore this base's ability?

A: Your minions there (and only your minions there, not all minions) won't get +1 power because they will be immune to the base's ability.

A: Yes. Discard piles can be checked by any players at any time, so by extension, you should be allowed to know what card was removed from it. And actually, even the other players should be allowed to know what card was randomly chosen. So, you should also reveal it.

Rule: Anyone may look through any discard pile at any time.

Q: It's so annoying to choose a random minion from my discard pile. I have to separate all my actions and minions, then randomly choose a minion without looking at it, then shuffle it into my deck.

A: You don't have to separate your discard pile into two. You can just shuffle your entire discard pile and reveal cards until you reveal a minion. That will be the minion that will be shuffled into your deck.

Rule: N/A

Q: I haven't played any minions yet. If I play an Argonaut instead of an action on Itty City, do I still shuffle a random minion from my discard pile into my deck?

A: Yes. Playing an Argonaut, whether as a minion or instead of an action, still counts as playing a minion. It IS a minion after all.

Rule: Do exactly what the card says.

Q: I have Infiltrate on this base. What happens if I choose to ignore this base's ability?

A: You (and only you, not all players) won't be able to use the base's ability when you play a minion there.

Q: I already have a titan there. Can I play a second titan there from now on? Or on another base?

A: No and no. Since you already have a titan in play, you are forbidden from playing another titan. Kaiju Island's ability only prevents titans from clashing with other players' titans there. Not being allowed to play a second titan doesn't involve making a titan leave, so Kaiju Island's ability doesn't apply at all.

Rule: You may not play a titan if you already control a titan in play.

Q: What happens if Kaiju Island's ability is cancelled?

A: When it's cancelled, nothing. The titans there don't clash. However, if a titan is later played or moved to there, they all clash. Compare the total powers of all the players with titans there. The weaker players must remove their titan until only one player has a titan there or until all the remaining players with titans are tied for power. If several players are tied for power, if one of them is the player who just played or moved the titan, that titan is removed from play as well. If there's still a tie for power, the last remaining titans remain on the base until the next clash.

Rule: Do what the card says, especially when clarified in the rules.

Q: I have Infiltrate on this base. What happens if I choose to ignore this base's ability? Can I now clash against other titans?

A: Firstly, you (and only you, not all players) wouldn't get +3 power for your titan. Secondly, in regards to clashes, your titan won't be protected from leaving while other players' titans will be, so:- If you play or move your titan to there and you have less total power there than at least one player with a titan there, your titan will leave play.- If you play or move your titan to there and you have more total power there than at least one player with a titan there, your titan and the losing titan(s) stay.- If another player's titan is played or moved to there and you have less total power there than that player, your titan will leave play.- If another player's titan is played or moved to there and you have more total power there than that player, your titan and the losing titan stay.

Q: At the start of the game, Moon Dumpster is one of the bases in play. Do we resolve its ability before or after drawing our hands of five cards?

A: Before.

Rule: Do what the card says, especially when clarified in the rules.

Q: I reveal a minion, what happens if I choose not to play it?

A: It is returned to the top of your deck.

Rule: Check Secret Volcano Headquarters's clarification. It has a very similar ability as Moon Dumpster.

Q: If I reveal an action, what happens?

A: It is returned to the top of your deck.

Rule: Check Secret Volcano Headquarters's clarification. It has a very similar ability as Moon Dumpster.

Q: If I reveal a card I don't own, what happens?

A: There are two different paths for the revealed card:- If it's a minion and you choose to play it, then you control it like any card you play.- Otherwise, it goes to the top of your deck, that's because, while the other players can see who owns the card, the card is merely revealed and doesn't change location.

Rule 1: Cards you don’t own that are merely revealed in your hand or deck stay there.

Rule 2: When a player plays a card, they become the card's controller.

Q: During setup, if Moon Dumpster is one of the bases in play and if I reveal, play a Critter Coach and use its ability to play an extra minion, when can I resolve the extra minion going back to the deck? Same thing during setup, if Moon Dumpster allows me to play any minion with an effect that lasts until the end of the turn (e.g. Howler, Weed Eater), when do their abilities expire?

A: For those abilities, treat the "end of the turn" as the end of the very first turn.[4]

Rule: Cards played during setup, with effects that happen at/last until the end of a turn/your turn, will have their effect happen at/last until the end of the first turn/your first turn.

Q: During setup, if Moon Dumpster is one of the bases in play and it allows me to play five or more cards in a row, can I summon Arcane Protector? For example, if I'm playing with the Itty Critters, the Wizards and their Arcane Protector. With Moon Dumpster, I reveal, play a Critter Coach (first card), use its ability to play a Neophyte (second card) whose ability allows me to reveal and play I Select You! (third card), which I use to play another Neophyte (fourth card) that allows me to play another action (fifth card).

A: The setup isn't a turn, so cards played during setup don't count toward the number of cards you've played in a turn.[4]

Rule: Setup is no turn.

Q: I have Infiltrate on this base. What happens if I choose to ignore this base's ability?

A: Nothing. This base's ability is resolved when it comes into play, which means that no action can already be attached to it. Once it's in play, its ability becomes irrelevant.

Q: Does this mean that if I have 2 indestructible minions and 1 that can be destroyed, I can choose to destroy only 2 indestructible minions and all 3 minions will remain as a result?

A: Yes. Basically, when you resolve Q Point's ability, each player just chooses one of their minions or actions there to spare and destroy all the rest of their minions and actions on Q Point. If you have indestructible minions or on-base actions among the cards you chose to destroy, those are not destroyed, obviously.

Rule: Do exactly what the card says.

Q: It tells me to destroy "all of my minions and actions". Do I also destroy minions and actions there that I own but don't control?

A: No. "Your minions" are minions you control, whether or not you own them. A minion you own but don't control isn't yours.

Rule: "Your minion" means "a minion that you control".

Q: Q Point is scoring and I have a Shinobi, Hidden Ninja or Green Trooper in hand. Do I have to play my minion on Q Point before they are destroyed? Or if I play it after that, will it be destroyed anyway because I must only have one card on Q Point?

A: Q Point, being a card in play, must be resolved before any before-scoring card in hand is played. Once all the card abilities in play are resolved (including Q Point), that's when you can start playing Special cards from your hand and Q Point's ability doesn't destroy any more cards because its ability has already happened.

Rule: Check the steps for phase 3.

Q: I have Infiltrate on this base. What happens if I choose to ignore this base's ability?

A: You (and only you, not all players) won't have to destroy any of your minions and actions there when it scores, so they remain on that base.

Q: When this base scores, I have no minions there, but I still gained some power from playing an action. Can I still gain VPs if my total power is among the top three there?

A: Yes. You are eligible for the base reward if you have at least one minion or at least 1 power there.

Rule: A player must have at least one minion or 1 power on a scoring base to be eligible to receive victory points.

Q: It doesn't say "each time" like Cave of Shinies or The Homeworld, so I suppose I only get +3 power after playing my first action there, right?

A: No, you get +3 power after each time you play an action there. For it to only work once, it has to explicitly state it for example by saying "once per turn", "the first time" or "the first action". Tokyo's ability is a triggerable one, and unless otherwise stated it must be resolved each time it is triggered. If it said "each time", it would just be redundant.

A: Yes. When you play an Argonaut, whether it's normally or instead of an action play, it counts as if you played an action as well, but the Argonaut is also played on the base, so you also treat it as if you played on action on its base. In the case of Tokyo, it means Tokyo considers it as an action played on it and so it gives you +3 total power.

Rule: Do exactly what the card says.

Q: I have Infiltrate on this base. What happens if I choose to ignore this base's ability?

A: You (and only you, not all players) won't get +3 power from playing actions on that base.

Q: I have Infiltrate on this base. What happens if I choose to ignore this base's ability?

A: There are two possible situations. If you move a minion to there, you won't move another minion because you would just ignore the base's instruction. If another player moves a minion to there, that player will have to move another minion if possible, however your minions (and only your minions) will be immune to that base's ability.

Q: It allows me to place +1 power counters on "each of my minions". Does it also place one on minions I own that I don't control?

A: No. "Your minions" are minions you control, whether or not you own them. A minion you own but don't control isn't yours.

Rule: "Your minion" means "a minion that you control".

Q: If Ancient Dojo is removed from play (e.g. destroyed, scored, etc.) or has its ability cancelled, are the +1 power counters placed by its ability removed? For example, if a minion that got one is moved to another base before Ancient Dojo is removed.

A: No. When you place a +1 power counter, it's a definitive effect, so the +1 power counters remain even if the card that placed them is removed from play or has its ability cancelled (like drawing cards, if you play Enchantress, you're not going to discard the card you drew if Enchantress is destroyed or has its ability cancelled). On the other hand, if a card is removed while it had +1 power counters, only the +1 power counters on it are removed, but that's because a card that leaves play loses all its attachments. Besides, how are you going to keep track of which +1 power counters were added by Ancient Dojo's ability and which ones were not (e.g. Giant Ants, Mythic Greeks, Kung Fu Fighters)? That would be very cumbersome.

Rule: Cancelling an effect or removing a card from play does not necessarily undo what it did.

Q: If I play a Howler on Ancient Dojo, Howler becomes power 4, so I can place +1 power counters on my minions of power 3 or less there, right?

A: Yes, when you play Howler, you first resolve its ability. Then you resolve Ancient Dojo's ability. At that point Howler's power is 4, so you can indeed place +1 power counters on your minions of power 3 or less.

Rule: In play, a minion's power includes all modifiers.

Q: If I play a Weed Eater on Ancient Dojo, do I place +1 power counters on my minions of power 4 or less? or power 2 or less?

A: Power 2 or less. When you play Weed Eater, you first resolve its ability. Then you resolve Ancient Dojo's ability. At that point Weed Eater's power is 3, so you place +1 power counters on your minions of power 2 or less.

Rule: In play, a minion's power includes all modifiers.

Q: If I play a Betrothed on Ancient Dojo and give control of it to another player, who gets to place +1 power counters on their minions of power 2 or less there?

A: You played the minion, so you place the +1 power counters on your minions. The base says nothing about you needing to keep control of the played minion, nor anything about the final controller placing the counters on their minions. "You" played it, so "your minions" get the counters.

Rule: Do exactly what the card says.

Q: If I play an Argonaut instead of an action on Ancient Dojo, do I still place +1 power counters on my minions with less power there?

A: Yes. Playing an Argonaut, whether as a minion or instead of an action, still counts as playing a minion. It IS a minion after all.

Rule: Do exactly what the card says.

Q: I have Infiltrate on this base. What happens if I choose to ignore this base's ability?

A: You (and only you, not all players) won't place any +1 power counters on your minions after playing a minion there.

Q: What is a standard action exactly? I suppose it's the official name for an on-play action. Or does it simply mean non-Special actions?

A: It's an action that doesn't say "Play on a minion/base" or any other variation. On-play actions (ones that don't have any Ongoing/Talent/Special labels) are indeed standard actions, but standard actions are not exclusively on-play actions. "Pure" Special actions (ones that immediately start with "Special:...") are standard as well, because they aren't played on any card. Hybrids between on-play and Special actions (e.g. Full Sail or Dogpile) that aren't played on any card are also standard actions as well. Basically, if an action says "Play on a minion/base", it's a non-standard action, otherwise it's definitely a standard action.

Q: It draw a card if my standard action affects "one or more of my minions". Do I draw a card if it just affects minions I own that I don't control?

A: No. "Your minions" are minions you control, whether or not you own them. A minion you own but don't control isn't yours.

Rule: "Your minion" means "a minion that you control".

Q: After drawing the card, I have more than 10 cards in hand, do I immediately discard down to 10?

A: You don't discard any card until your next Draw 2 Cards phase (so not any Draw 2 Cards phase!). At that point, you will indeed need to draw two cards and discard down to 10 if you have more than 10. That's the only moment where you must discard down to 10. At any other time, you keep your hand of cards.

Rule: On your Draw 2 Cards phase, if you have more than 10 cards in your hand after drawing, discard until you have exactly 10 cards left in your hand.

Q: I have Infiltrate on this base. What happens if I choose to ignore this base's ability?

A: You (and only you, not all players) won't draw any card after affecting one of your minions there with one of your actions.

Q: What is a standard action exactly? I suppose it's the official name for an on-play action. Or does it simply mean non-Special actions?

A: It's an action that doesn't say "Play on a minion/base" or any other variation. On-play actions (ones that don't have any Ongoing/Talent/Special labels) are indeed standard actions, but standard actions are not exclusively on-play actions. "Pure" Special actions (ones that immediately start with "Special:...") are standard as well, because they aren't played on any card. Hybrids between on-play and Special actions (e.g. Full Sail or Dogpile) that aren't played on any card are also standard actions as well. Basically, if an action says "Play on a minion/base", it's a non-standard action, otherwise it's definitely a standard action.

A: Basically, once per turn per player, when a player plays a standard action and if that standard action affects one or more of their minions on Funky Town, that player can designate an additional target among their other minions on Funky Town. For example, if you play Augmentation (which is a standard action) and give +4 power to one of your minions on Funky Town (directly changing a minion's power counts as affecting it), you can choose another one of your minions on that same base that will also get +4 power! In more details, here's how to resolve Funky Town:1- You play an action: is that a standard action, i.e. one that doesn't say "Play on a minion/base"? Yes? Then proceed to 2. Otherwise, Funky Town is useless.2- Resolve your action. Immediately after you do something to one or more of your minions on Funky Town: does that count as affecting that minion? (Remember that affecting has a very precise definition! See Affect.) Yes? Then go to 3.3- You may now use Funky Town's ability if you want to. If you choose to use it:3a- Designate one of your minions on that same base. That minion can't be one of the minions that were originally targeted by your action, other than that, it can be any of your minions on that base and the minion doesn't even have to fit the action's prerequisites. (for example, if the action only affects minions of power 2 or less, you can definitely designate a minion of power 3 or more!)3b- The chosen minion gets the exact same effect as the originally targeted minions. (If those minions received different effects, for example, a different amount of power boost or if they were moved to different bases, choose one of them to copy.) And by "exact same" effect, it means moving to the exact same base, receiving the exact same amount of power, being given control to the exact same player, etc.Notable exception: If the effect is causing the minion to leave play, it will still go back to its owner if that's how the action normally works with minions the player doesn't own.4- Continue resolving the rest of your action's abilities. If you once again do something to one or more of your minions on Funky Town, if that "something" counts as affecting and if you haven't used Funky Town's ability for this action yet (Funky Town can only copy one effect per action and each player can only use Funky Town's ability once per turn), you may now use it as described above, so go to 3. Otherwise, just sit back and enjoy.

Rule: Do exactly what the card says, especially when clarified in the rules.

A: Yes, none of them work the same way:- Dancing King can copy an effect caused by a standard action played by any player that affects any minions on its base and copy it on any other minion on its base and it can copy one effect per action,- Diva can copy an effect caused by a standard action played by any player that affects any of your minions on its base and copy it on itself and it can copy one effect per action per turn,- We are Family can copy an effect caused by a standard action played by any player that affects any minions on its base and copy it on the minion it is on and it can copy one effect per action per turn,- Funky Town can copy an effect caused by a standard action played by you that affects any of your minions on Funky Town and copy it on any of your other minion on Funky Town and it can copy one effect per action per turn.

Rule: Do exactly what the card says.

Q: So Funky Town creates a "virtual" identical copy of the standard action, is my interpretation correct?

A: No. It only duplicates the specific effect that affected your minion (or minions), not the entire action itself. For example, if you play I’m So Excited and you use Funky Town to move a second minion as an additional affected minion, no matter how many times the move effect is duplicated, I'm So Excited will only allow you to draw one card, and one card only. Both because drawing a card doesn't affect any minions, so it can't be duplicated, and because that part of the action isn't dependent on the number of affected minions (unlike Disco Inferno for example). Also, if the action player was to get a benefit out of playing the action (e.g. with Odysseus) or a penalty (e.g. with Secret Agent), they would only get it once, since they really only played one action, even with a duplicated effect.

Rule: Do exactly what the card says, especially when clarified in the rules.

Q: What does "the same way" mean?

A: It means that the minion you target with Funky Town will get the same affection as the minion the standard action directly affected. So:- If the standard action moves a minion, the minion you choose with Funky Town will move toward the same base. With Teleport Error, even though the minion directly affected by the action is moved to a random base, the minion you choose with Funky Town will move to the same base, not a random one again.- If the standard action directly changes a minion's power, the minion you choose with Funky Town will have its power changed by the same amount. With We Will Rock You, a minion with two +1 power counters will get +2 power, and so you can use Funky Town to choose a minion on the same base with no +1 power counters and it will get +2 power even though it has no such counters.- If the standard action allows you to give control of a minion to another player, the minion you choose with Funky Town will be given to the exact same player.- If the standard action transfers +1 power counters to a minion, the minion you choose with Funky Town will receive the same amount of +1 power counters from the same source card. If there aren't enough, then transfer as many as you can, but don't supplement +1 power counters from the pool as that would be placing +1 power counter, not transferring, which isn't what the standard action does.- If the standard action transfers +1 power counters away from a minion, the minion you choose with Funky Town will have the same amount of +1 power counters transferred to the same destination card. If there aren't enough, then transfer as many as you can, but don't supplement +1 power counters from the pool as that would be placing +1 power counter, not transferring, which isn't what the standard action does.- If the standard action removes +1 power counters from a minion, the minion you choose with Funky Town will have the same amount of +1 power counters removed. If there aren't enough, then remove as many as you can. Although with Purge the Demon, you must remove all +1 power counters from a minion, if the minion you choose with Funky Town has more counters than the number of removed counters, you probably remove all counters from the additional minion as well since Purge the Demon doesn't allow you to remove any amount, it must be all of it.[probably]

Rule: Do exactly what the card says.

Q: It can copy an effect that affects "one of my minions". Can I copy an effect that affects a minion I own that I don't control?

A: No. "Your minions" are minions you control, whether or not you own them. A minion you own but don't control isn't yours.

Rule: "Your minion" means "a minion that you control".

Q: My standard actions is affecting one of the minions I control. Funky Town can copy it onto "one of my other minions". Can I copy it on a minion I own that I don't control?

A: No. "Your minions" are minions you control, whether or not you own them. A minion you own but don't control isn't yours.

Rule: "Your minion" means "a minion that you control".

Q: An opponent plays I Will Survive to return one of their minions to their hand and tried to use Funky Town to return another minion. I argued that the action isn't standard because it's a Special, so Funky Town can't work. Who's correct?

A: Your opponent. It doesn't matter if the card says Special or not, the important thing is: does the action say "Play on a minion/base"? If not, then it's a standard action. Nothing else.

Q: I play a standard action to return one of my minions on Funky Town to my hand. Can Funky Town be used to return any of my other minions (including those owned by another player) to my hand as well? It says "the same way" after all.

A: No. Remember there's the rule that when a card leaves play, it goes to its owner, which is a rule that usually trumps card text. This also applies here. Basically you should consider how the action would treat it if you used it on a minion you controlled but didn't own. If it would have gone to its owner rather than you, then the duplicated effect should also make the minion go to its rightful owner rather than make it blindly follow the originally targeted card. Currently, since all existing return effects make the minions go to their owner, you should also apply that rule to the duplicated effect and so the minion you choose with Funky Town would go back to its owner's hand even though you controlled it.

Rule: When a card that others can see goes to the hand, deck or discard pile, it goes to the one belonging to the card’s owner.

Q: I play a standard action, for example Augmentation, and give +4 power to one of my minions on Funky Town. I also have a Diva on that base. I use Funky Town to copy its effect and give +4 power to the Diva. I haven't used Diva's ability yet during this turn, can I use it and give it another +4 power?

A: Yes, while it got a duplicate of the effect from Funky Town, Diva is not a minion that was directly affected by Augmentation, so there's no problem using its ability to give it +4 power once again.

Rule: Do exactly what the card says.

Q: I have Infiltrate on this base. What happens if I choose to ignore this base's ability?

A: You (and only you, not all players) won't be able to use this base's ability.

A: UPDATE. The Bigger Geekier Box rulebook clarifies how Temple of Goju works. While the bases each have a different ability, they are quite close in their intention, so it's entirely possible that The Greasy Spoon works the same way as Temple of Goju and that it's the action's owner who shuffles it into its their deck. This would also make this base's ability much simpler.

Rule: Check Temple of Goju's clarification.

Q: I have Infiltrate on this base. What happens if I choose to ignore this base's ability?

A: Actions there that you own (and not necessarily control) and Actions there that you control (and not necessarily own) aren't shuffled into their owners' deck because you can both ignore the base's instruction to you and make the actions you control unaffected by the base's ability. Other than those actions, all the others would be to be shuffled into their owners' decks.

Q: If The Mean Streets is removed from play (e.g. destroyed, scored, etc.) or has its ability cancelled, are the +1 power counters placed by its ability removed? For example, if a minion that got one is moved to another base before The Mean Streets is removed.

A: No. When you place a +1 power counter, it's a definitive effect, so the +1 power counters remain even if the card that placed them is removed from play or has its ability cancelled (like drawing cards, if you play Enchantress, you're not going to discard the card you drew if Enchantress is destroyed or has its ability cancelled). On the other hand, if a card is removed while it had +1 power counters, only the +1 power counters on it are removed, but that's because a card that leaves play loses all its attachments. Besides, how are you going to keep track of which +1 power counters were added by The Mean Streets's ability and which ones were not (e.g. Giant Ants, Mythic Greeks, Kung Fu Fighters)? That would be very cumbersome.

Rule: Cancelling an effect or removing a card from play does not necessarily undo what it did.

Q: I play an Argonaut while I have a Spartan/Odysseus/Heracles/etc. on The Mean Streets. Argonaut therefore causes them to increase in power, which counts as affecting, does it activate The Mean Streets?

A: No. While playing Argonaut counts as if you played an action, it doesn't affect any minions. The reason why Spartan, Odysseus, Heracles, etc. are affected is because of their own abilities, not because of an action's ability.

Q: I have Infiltrate on this base. What happens if I choose to ignore this base's ability?

A: There are two possible situations. On the one hand, if you play an action that affects a card there, each other player can place a +1 power counter on a minion there. That's because you can't ignore triggering the base's ability and you can't make other players' ignore the base's instruction. On the other hand, if another player plays an action that affects a card there, each other player but you gets to use the base's ability. That's because the base's instructs all other players that they may place a +1 power counter. Since you're ignoring the base's ability, you're ignoring that instruction, but you can't make the other players ignore it.

Q: It says "each player with no power". If I have one minion there but of power 0, I have a power of 0 there, so I do have power, albeit 0, but still, right?

A: No, you have a power of 0, so you have no power.

Rule: Do exactly what the card says.

Q: I have Infiltrate on this base. What happens if I choose to ignore this base's ability?

A: If you aren't the winner, nothing and you can't prevent the winner from gaining 1 VP from you not having power there. If you are the winner, you won't gain additional VPs from other players without power there.

A: No, if it was limited to your actions, it would say so. Instead, it says "an action", which means any action played on a base, even one controlled by another player.

Rule: Do exactly what the card says.

Q: I use Truck Stop's ability to transfer an action played on a minion to another base. If there are no minions on that base, what happens to the action?

A: You played it wrong. Truck Stop only allows you to transfer an action played on a base, not those played on minions. "An action played on a base" means an action played on that base, not on a minion on that base! That's even clarified in the rules.

Rule: Only "play on a base" actions are played on a base.

Q: I have Infiltrate on this base. What happens if I choose to ignore this base's ability?

A: You (and only you, not all players) won't be able to transfer an action from another base to there or vice versa. Also, your actions on bases (and only your actions, not all actions) will be immune to the transfer ability of Truck Stop.

Q: If I reveal a card owned by a different player than the deck it is revealed from, what happens?

A: There are two different paths for the revealed card:- If it's a minion of power 3 or less or an action, and you choose to place it into your hand, it goes to your hand, exactly as written.- Otherwise, it goes to the top of the deck it was revealed from, that's because, while the other players can see who owns the card, the card is merely revealed and doesn't change location.

Rule: Cards you don’t own that are merely revealed in your hand or deck stay there.

Q: I will almost always reveal a card I don't own. Can I really place the card into my hand? Isn't there a rule about cards going to their owners? Doesn't that rule make Drakkar useless since the card will just go into its owner's hand?

A: Short answer: You can place it in your hand, not its owner's hand. Long answer: That rule about cards going to their owners should actually be seen more leniently. It makes more sense if that rule only applies in cases where an ability normally allows you relocate "your cards" (and only your cards) between your hand, your deck, your discard pile and the play area. Normally, you own the cards you control or have in hand or deck, but certain abilities allow you to get cards owned by other players (e.g. Mass Enchantment, Muffin, Trade). If you use an ability that allows you to normally relocate "your cards" and apply it to cards you don't own, the rule about cards going to their owners kicks in and changes where the card goes. Drakkar isn't a card that's limited to relocating "your cards" and so the rule about cards going to owners doesn't apply to it.

Rule: If an ability makes any card or another player's card go to either your hand or your deck, then the ability allows stealing and so circumvents the rule about cards going to their owners.

Q: I use this base's ability and (somehow) end with more than 10 cards in hand, do I immediately discard down to 10?

A: You don't discard any card until your next Draw 2 Cards phase (so not any Draw 2 Cards phase!). At that point, you will indeed need to draw two cards and discard down to 10 if you have more than 10. That's the only moment where you must discard down to 10. At any other time, you keep your hand of cards.

Rule: On your Draw 2 Cards phase, if you have more than 10 cards in your hand after drawing, discard until you have exactly 10 cards left in your hand.

A: You can steal them. The restriction of "power 3 or less" only applies to minions, note the use of commas. Also, while they are called "Actions with power", those actions don't technically have any power, they just provide power to their controller.

Q: If Huscarl is on Longhouse, can I place just one card on top of my deck to give Huscarl +4 power? +2 from Huscarl's ability and +2 from Longhouse's ability?

A: No. If you place a card on top of your deck using Huscarl's ability, you only get its benefit (+2 power). If you place a card on top of your deck using Longhouse's ability, you only get its benefit (+2 power). For you to get both benefits, you must use both abilities, and so you have to place one card through Huscarl's ability and place one more card through Longhouse's ability. The same reasoning applies to Raider and Berserk.

Q: I use its ability to bury a card from my hand. Do I have to reveal what it is?

A: No. When bury a card, you don't show what it is. The only situation where you must reveal it is when you play a card that tells you to bury the card itself, because burying happens when you play and resolve its ability like any normal card and so the card can be seen by anyone until you resolve the part that says to bury the card. This situation won't happen when using Pyramids's ability.

Rule: When you bury a card, you don’t show it to others unless the card says to bury itself.

Q: I draw a card because of this base's ability and end with more than 10 cards in hand, do I immediately discard down to 10?

A: You don't discard any card until your next Draw 2 Cards phase (so not any Draw 2 Cards phase!). At that point, you will indeed need to draw two cards and discard down to 10 if you have more than 10. That's the only moment where you must discard down to 10. At any other time, you keep your hand of cards. So, if this happens on another player's turn, you keep all your cards and can therefore play your next turn with more than ten cards in hand.

Rule: On your Draw 2 Cards phase, if you have more than 10 cards in your hand after drawing, discard until you have exactly 10 cards left in your hand.

Q: Does its ability applies when one of my minions there is destroyed? When the base scores?

A: Yes, your minion will go to your discard pile in both cases.

Rule: Do exactly what the card says, especially when clarified in the rulebook.

Q: If several of my minions go to the discard pile at the same time the first time it happens, do I draw one card or one per minion?

A: Only one card. You only draw a card for one of the discarded minions.

Rule: Do exactly what the card says.

Q: If a minion I own but don't control there goes to the discard pile, do I draw a card? I own it so it's "one of my minions" after all, right? Also, it goes in my discard pile as well.

A: No, you don't draw any card, only that minion's controller does. Also, you may own it, but it's not "one of your minions"; "your minions" are minions you control, whether or not you own them. A minion you own but don't control isn't yours.

Rule: "Your minion" means "a minion that you control".

Q: If an ability allows me to put my minion somewhere else (e.g. moved to another base instead of the discard pile, placed in my hand instead of the discard pile, placed in my deck instead of the discard pile), do I still draw a card?

A: No, for you to draw a card, the minion must go into your discard pile. In each of your examples, your minion goes anywhere instead of going to the discard pile, exactly as written. So your minion never went to the discard pile.

Rule: Do exactly what the card says.

Q: If I have a Jumper on that base and it goes to the discard pile, can I choose to place it in my hand and draw a card?

A: Yes, and the reason is Jumper does go to your discard pile before being placed in your hand; its ability only triggers when it does go into the discard pile after. It's not placed into your hand "instead of the discard pile"!

Q: I draw a card because of this base's ability and end with more than 10 cards in hand, do I immediately discard down to 10?

A: You don't discard any card until your next Draw 2 Cards phase (so not any Draw 2 Cards phase!). At that point, you will indeed need to draw two cards and discard down to 10 if you have more than 10. That's the only moment where you must discard down to 10. At any other time, you keep your hand of cards. So, if this happens on another player's turn, you keep all your cards and can therefore play your next turn with more than ten cards in hand.

Rule: On your Draw 2 Cards phase, if you have more than 10 cards in your hand after drawing, discard until you have exactly 10 cards left in your hand.

Q: If the destroyed minion was mine, do I also draw a card?

A: It depends. If you still have another minion on that base after the destruction, you are allowed to draw a card.

Q: I draw two cards because of this base's ability and end with more than 10 cards in hand, do I immediately discard down to 10?

A: You don't discard any card until your next Draw 2 Cards phase (so not any Draw 2 Cards phase!). At that point, you will indeed need to draw two cards and discard down to 10 if you have more than 10. That's the only moment where you must discard down to 10. At any other time, you keep your hand of cards. So, if this happens on another player's turn, you keep all your cards and can therefore play your next turn with more than ten cards in hand.

Rule: On your Draw 2 Cards phase, if you have more than 10 cards in your hand after drawing, discard until you have exactly 10 cards left in your hand.

Q: I have a minion there. I play an action that starts a duel with that minion (e.g. High Noon, Honorable Combat). Does the controller of the winning the duel get both rewards from my action and Shogun’s Palace?

A: No, you only get the reward (or punishment) from the card that initiated the duel. In your scenario, the duel was initiated by your action, not Shogun’s Palace.

Rule: The benefits of winning, or the harm of losing, are specified by the card that starts the duel.

Q: I play Gunfighter there and start a duel with Gunfighter's ability, does the controller of the winning minion also draw two cards from Shogun’s Palace?

A: No, you only get the reward (or punishment) from the card that initiated the duel. In your scenario, the duel was initiated by Gunfighter, not Shogun’s Palace. Although, after resolving Gunfighter's duel, you can start a second duel by invoking Shogun’s Palace's ability; it was triggered by you playing a minion there after all.

Rule: The benefits of winning, or the harm of losing, are specified by the card that starts the duel.

Q: About the previous question, the rules say "Two duels may not happen at the same time", so you actually can't start a duel with Shogun’s Palace if Gunfighter starts a duel with its ability, can you?

A: Yes, you can; the duels don't happen at the same time. According to the Card Resolution Order, you must resolve Gunfighter's duel before you can start Shogun’s Palace's duel. So Gunfighter's duel is actually over before Shogun’s Palace's duel can start.

Q: I play Critter Coach with its extra minion there. Which minion starts a duel? If it's both minions I suppose the current player decides the order, right? Or is it an actual case of two duels happening at the same time and so only one duel can happen?

A: You can do both duels and the order is actually the extra minion and then Critter Coach because you resolve card reactions (in that case Shogun’s Palace's ability) in reverse order.

Q: I have a minion there. I play an action that starts a duel with that minion (e.g. High Noon, Honorable Combat). Does the controller of the winning the duel get both rewards from my action and So-So Corral?

A: No, you only get the reward (or punishment) from the card that initiated the duel. In your scenario, the duel was initiated by your action, not So-So Corral.

Rule: The benefits of winning, or the harm of losing, are specified by the card that starts the duel.

Q: I play Gunfighter there and start a duel with Gunfighter's ability, does the controller of the winning minion get two attempts at destroying the losing minion? It could be important if the first attempt was thwarted by another card, e.g. Drone.

A: No, you only get the reward (or punishment) from the card that initiated the duel. In your scenario, the duel was initiated by Gunfighter, not So-So Corral. Although, after resolving Gunfighter's duel, you can start a second duel by invoking So-So Corral's ability; it was triggered by you playing a minion there after all.

Rule: The benefits of winning, or the harm of losing, are specified by the card that starts the duel.

Q: About the previous question, the rules say "Two duels may not happen at the same time", so you actually can't start a duel with So-So Corral if Gunfighter starts a duel with its ability, can you?

A: Yes, you can; the duels don't happen at the same time. According to the Card Resolution Order, you must resolve Gunfighter's duel before you can start So-So Corral's duel. So Gunfighter's duel is actually over before So-So Corral's duel can start.

Q: I play Critter Coach with its extra minion there. Which minion starts a duel? If it's both minions, I suppose the current player decides the order, right? Or is it an actual case of two duels happening at the same time and so only one duel can happen?

A: You can do both duels and the order is actually the extra minion and then Critter Coach because you resolve card reactions (in that case So-So Corral's ability) in reverse order.